Normale Ansicht

Grant’s Top 10 Wargames of 2025!

Von: Grant
10. Juni 2026 um 14:00

I know it is now June….I am usually done with this post by mid-March but this year we had a bunch of great games that came out in November and December and we just had to get several of them to the table before we shut 2025 down. Our opportunity to do so with full tables as there were several multi-player games in that bunch, was during Buckeye Game Fest in mid-March where we played lots of great games including Werwolf: Insurgency in Occupied Germany, 1945-1948 from Legion Wargames, Cross Bronx Expressway from GMT Games and Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations to name just a few. And now, with those final games getting played, comes the impossible task of distilling an entire year’s worth of gaming down to a list of the 10 games that we most enjoyed. I hate doing this. I love writing about, thinking about and sharing my experiences about the games we have played but hate having to make somewhat objective choices about which is better and which games should even be considered for the list. The first comment I would have is that not all games are the same. Not the same scale, the same play time, the same mechanically or even historically. Each game is unique and in my opinion, all games have something objectively good about them. Secondly, we didn’t get around to playing some of the new releases in 2025. I say some but we actually didn’t play a lot of the new releases and did the best that we could to play as many as possible. So we might leave off a game that you thought was very good and deserving and it probably is but we either didn’t get around to playing it or it just didn’t hit with us. But, in the end, I have to make this list and this is my best effort at doing just that!

In 2025, we played 33 unique titles from 22 different publishers. Some were operational, strategic or tactical scale and in the list this year I didn’t include any solitaire games. Some used counters. Some used cards. Some used wooden bits and some used miniatures. Some were only card games with no other components and some were cooperative. At the end of the day, in 2025 we played a lot of games! And here I present to you my list of the Top 10 Wargames of 2025!

10. China’s War: 1937-1941 from GMT Games

This is a game that I have been awaiting for a long, long time. Really since it was announced nearly 7 years ago in 2019. Yes you read that right…2019! And I am happy to report that the wait was definitely worth it as the game feels fresh and is a very worthy addition to the COIN Series. China’s War: 1937-1941 from GMT Games, which is volume 13 in the well respected and venerable COIN Series, examines the first five years of the 2nd Sino-Japanese conflict, when China stood alone against the whole of the Japanese Empire. Each player takes on the role of 1 of 4 Factions seeking to attack or defend the Republic of China including the aggressive and powerful Japanese, the harried Government represented by the Guomindang party, the rebellious Chinese Communist Party, or the unruly and fractious Warlords who are obedient when convenient but have their eye on gaining state power. Using military, political, and economic actions and exploiting various events, players will build and maneuver forces to influence or control the population, extract resources, or otherwise achieve their Faction’s goals and victory conditions. As with all COIN Series games that are Card Assisted rather than Card Driven Games, the deck of cards will regulate turn order, inject historical events into the game with major benefits or consequences, cause victory checks and other in game processes.

China’s War feels like a classic COIN Series game but in my opinion has 3 insurgent style factions against the powerful Japanese who don’t really act like the large Government factions in previous entries in the series. The focus really centers on the control of the Lines of Communication or LoC’s on the game board, which was a very refreshing approach that created some really interesting interplay and caused me to think differently about how I would go about achieving my Victory Conditions. 

We find that Brian Train’s designs are just fantastic. I think that sometimes they can be a bit opaque, meaning that their true genius cannot be seen with just a few plays but will be unlocked over 4 or 5 plays as we have found with A Distant Plain, which has continually moved up on my list of favorite COIN Series games with each play that now numbers around 5. But China’s War was just special. It is totally unique as to its take on insurgency within the COIN Series, is really frenetic and active and gives the feeling of classic COIN while really turning things a bit upside down with the way the powerful faction works in the Japanese as they really only care about maintaining and cleaning off their Lines of Communication. In fact, they are so unique that they are the faction that will place Terror on the board, which is typically reserved for the insurgent factions to sway Support and Opposition.

We very much enjoyed the game and had a good time with it. We had a newer COIN Series player and they seemed to take to the game quickly and understood what it was that they were supposed to be doing. With that being said, with only the 1 play, I am sure that there are lots of things that we didn’t experience and will be able to discover those in future gaming opportunities. Suffice it to say that we can’t wait to play the game again and I am planning to bring this one along with me to the World Boardgaming Championships at the end of July.

We recently shot a First Impression/review video and you can watch that at the following link:

If you are interested in China’s War: 1937-1941, you can purchase a copy for $88.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-830-chinas-war-1937-1941.aspx

9. Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations

This spring, while attending Buckeye Game Fest in Columbus, Ohio, we were able to coordinate a 6-player game of Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations. Imperial Elegy is a card driven game that blends diplomacy, warfare, and statecraft and feels a bit akin to games like Here I Stand and Virgin Queen from GMT Games. Grand scale sweeping epics that play multiplayers and take a day to play. Players play as 1 of 6 unique major powers in the game including Germany/Prussia, the United Kingdom, France, Austria-Hungary, Russia and the Ottoman Empire.

Imperial Elegy is a fantastically themed game that takes place over 7 turns, with each of the turns representing approximately a decade. If the Great War breaks out due to the World Tension Track reaching a certain level, the game can be extended by an additional 6 shorter turns. A turn in the game consists of player impulses that is driven by the play of action cards for their Command Points or for the printed events. Players will use CP and events to take actions like colonize, conduct diplomacy with minor nations, fight wars, as well as hinder their opponents by playing events that take away their actions or resources. A turn will end once all players have consecutively passed or when all players run out of cards.

The game is somewhat of a sandbox style game as you have so many options and choices about what to do during the course of the game. Obviously, your faction has some direction about what you should be doing but really it is up the player to spend their resources how they will to accomplish their ultimate goals and score Victory Points. I truly love that aspect about this game and as we played we saw that sandbox and the asymmetry between the various factions. Particularly at the start, each country has some specific goals that they have drawn from the National Goals Deck that are a source of Victory Points, in fact a major source of Victory Points, and players will need to prioritize these cards and decide which ones to attempt to go after from the start. With only 7 turns, they will have to make progress on these National Goals if they have any hope of actually achieving them.

Each of the represented nations in the game have their own special player board that contains various tracks that keep various information readily available to the players. Here is a look at the German player board. I very much enjoyed that they have gone to a great deal of effort to make these player boards and also that they gave each of the nation’s Stability, which decides whether various actions like war can be taken or if there are various positive or negative modifiers, the available Manpower that will determine how many armies can be built, Industry that tells how many action pointed you will have to spend during war to maneuver units, attack and replace losses. The focus of the game is about the control of territories both in Europe as well as colonies abroad and there is an automatic victory if a certain target number is met, in the case of Germany 15.

As we played, I started to realize that the key focus of the overall world stability and things like the Domestic Stability Tracks, which are focused of both the internal and external pressures faced by the powers. I really very much liked this thematic inclusion as no one wants to start a major global conflagration and there are steps that players have to take to skirt the inevitable troubles that result in their own actions and how they are seen by the other players in the game. But in our limited play, I never really felt threatened by this concept. Either our group was super skilled at avoiding the inevitable increase in tension or due to our short play we didn’t really experience some of the events that would have tipped this over the edge. I think that we say small increases in our full turn play but nothing that seemed unmanageable and we actually had an event that lowered it so it never became an issue. The game is about spending your resources wisely, in the form of your cards and your aspects like Stability, and to use your cards to do the events that could increase tension didn’t seem to be in our best interest, at least not in the 1st decade of the game. But maybe that will come later.

I wrote a First Impressions style post on the blog that you can read at the following link: https://theplayersaid.com/2026/05/06/first-impressions-imperial-elegy-the-road-to-the-great-war-1850-1920-from-vuca-simulations/

We do have a full 6-player game scheduled for later this month and will have more to report after that all day affair.

If you are interested in Imperial Elegy: The Road to the Great War 1850-1920, you can purchase a copy for $129.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/imperial-elegy-the-imperial-world-at-war-1850-1920

8. An Impossible War: The First Carlist War in the North, 1834-1838 from Bellica Third Generation

Earlier this year, I was able to host Francisco Ronco at my home to play a few games together. One of the games we played was published by his company Bellica Third Generation and was called An Impossible War. An Impossible War: The First Carlist War in the North, 1834-1838 is a block wargame that recreates the First Carlist War in the North of Spain which was a civil war between the Carlists who supported the succession of the late king’s brother Carlos de Borbón and the progressive and centralist supporters of the regent Maria Christina acting for Isabella II of Spain who were referred to as the Liberals. The game uses blocks representing units but also includes counters and uses cards.

An Impossible War is a fantastic design that attempts to capture the historical aspects of this titanic struggle for the throne of Spain in the mid 19th century. Historically, the Carlist forces who were defenders of traditional monarchy, regional privileges, and the Catholic Church, were a minority faction fighting an overwhelmingly larger, richer liberal government. The uprising phase reflects how the Carlists compensated for this disparity by forcing the Liberal government to fight on multiple fronts and suffer from logistical nightmares across hostile terrain. The Carlist Uprising Phase, and the use of its auxiliary Rest of Spain regional map, forces some really tough dilemmas on the Liberal player. They must attempt to divide their forces between the main Game Map and the Rest of Spain Map to prevent the opposition Carlist forces from overwhelming the home territory in the north. It serves as a vital strategic balancing act for the Liberal player that cannot be ignored and must be dealt with systematically and somewhat evenly. Too much focus on the Rest of Spain Map and the situation on the Game Map will quickly snowball and they will lose control. Focus on the situation on the Game Map and the protection of Cities and Towns and the Carlist Expeditions will gain momentum and turn the countryside red. While the primary war centers on the rugged terrain of northern Spain (Navarre and the Basque Provinces), the uprising mechanic abstractly models scattered insurgencies across the rest of the country. And as you know, insurgencies can be very unpredictable and difficult to contain. You stamp out one area only to see a fire start in another. The Liberal player must divert troops and supply resources to the secondary map to quell these localized rebellions and hunt down Carlist expeditions originating from the north. And, the important thing for the Carlist player and the expansion of the uprisings and the success of their expeditions is the possible generation of generation of Prestige and Victory Points, which is really crucial to their path to victory.

I very much enjoyed the asymmetry between the Carlist and Liberal forces in the game. It made for a very interesting tactical challenge for both sides as they have to play to their strengths and not get too overly concerned with the numbers. The Carlists will be much more mobile in their defense and look to exploit every gap in a supply line to move around and stay away from the numerically superior Liberal forces, whereas the Liberal player will have to move more methodically to take outlying towns and settlements to be able to shore up their lines and create less opportunities for end arounds by the Carlists. The disparity in the forces was a very interesting choice by the designer David Gómez Relloso and I am sure is reflective of the historical reality of the First Carlist War.

I very much enjoyed An Impossible War, even though I played just a few turns of a smaller scenario with Francisco Ronco. He was a master at the game, as obviously as the publisher and a playtester he is intimately familiar with the rules and strategies, and I learned a lot from him about how the game should be played. I am looking forward to future plays as the game is just very good and has some interesting aspects that create a very tense and interesting game of maneuver and strategy. The Game Map is very well done, from an aesthetic perspective as well as functionally, and the board makes playing the game easier.

If you are interested, we posted an interview on the blog with the designer and you can read that at the following link: https://theplayersaid.com/2025/07/14/interview-with-david-gomez-relloso-designer-of-an-impossible-war-the-first-carlist-war-in-the-north-1834-1838-from-bellica-3rd-generation/

I also was able to shoot a fairly short video summary of my game play with Francisco Ronco who is the owner of Bellica Third Generation and you can watch that at the following link:

Also I have embarked on a series of written Action Point post highlighting the various aspects of the game. Those published to date are as follows:

Action Point 1 – Game Map as well as the use of the Rest of Spain smaller map.

Action Point 2 – Units available to both sides and the importance of Supply.

Action Point 3 – Carlist Uprising Phase and what it means for the game.

If you are interested in An Impossible War: The First Carlist War in the North, 1834-1838, you can purchase a copy for 120,00 € ($139.08 in US Dollars) from the Bellica Third Generation website at the following link: https://bellica3g.com/en/product/una-guerra-imposible/

7. Blue & Gray Deluxe Edition from Decision Games

If you like classic wargames, and by that I mean simple I Go You Go Hex and Counter games from the 70’s and 80’s, then you are going to love Blue & Gray Deluxe Edition, which is a new updated version of 2 classic quadrigames from SPI covering several key battles from the American Civil War. Blue & Gray Deluxe Edition consists of the original eight games from the SPI Blue & Gray I & II Quadrigames but with massively upgraded components and counters and some better written rules. The key battles depicted are among the most important of the American Civil War and include Shiloh, Antietam, Fredericksburg, Chancellorsville, Gettysburg, Chickamauga, Chattanooga and The Battle of the Wilderness.

The Deluxe Edition part of the title is really just a few changes including a mounted board that is really gorgeous and pretty sturdy. The counters have been slightly enlarged and there are a few additional optional rules including things like night turns, fatigue, leader casualties. There also were some optional unit counters that could be used but overall this was an artist and layout reissue of the game with some other nice additions such as period fonts and a very solid choice of colors for the maps and the counters as they really compliment each other well. But the game is really extremely playable meaning that is doesn’t take long to pick up the rules and the system is very standard fair. The game mechanics used are based on the Borodino/Napoleon at Waterloo system and frankly are very easy to grock and to get into. I did very much like the back and forth of the scenarios as the players will tend to clash over control of certain key areas that have defensible terrain and that are only approachable from a few areas. But the game does have a few concerns for me such as generally no fog of war and no difficulty in activating any and all of your stacks. But that is what the system is and it will truly appeal to those that are looking for that nostalgic feeling from their childhoods.

But it plays well, fast and is solid and any good solid wargame is good with me.

Here is a link to our review video:

If you are interested in Blue & Gray Deluxe Edition, you can order a copy for $140.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P%2D3038

6. Fighting Formations: US 29th Infantry Division from GMT Games

One of my favorite tactical systems of all time is Combat Commander designed by the late Chad Jensen. I had yet to play his other tactical combined-arms series called Fighting Formations until the newest release came out in 2025 called Fighting Formations: US 29th Infantry Division. Fighting Formations is intended to be an ongoing series of wargames covering WWII tactical combined-arms combat at the platoon and squad levels. Each game in the series will feature a distinct combat unit, highlighting battles in which that unit participated as well as its particular order of battle and fighting characteristics. In this second volume of Fighting Formations, GMT features the US 29th Infantry Division—“Blue and Gray”—as it fought from just after D-Day in June of 1944 to the end of the year.

The core mechanics from the original Fighting Formations remain unchanged in this volume. The difference from the original game is in the way the units will fight. The different costs on the matrix place an emphasis on certain actions and assets for the 29th ID that were different than the others games way of approaching a battle. This game is far from Combat Commander though as it uses cards but they are not the engine of the game. The game also has a very interesting and unique activation system where each of the orders cost a different amount of Initiative and tuns into and impulse-type back and forth where the various Orders carry with them a certain cost in Initiative. The game has a pool of 40 Initiative that is spent to give these orders and then to activate units for those orders. At the end of every order, the player with the most Initiative is able to give the next order. In response, the opponent can also spend Initiative to conduct both Opportunity Fire or Reactive Fire which keeps the game very dynamic and fluid. Just a really great way to approach this and if you have played Downfall from GMT Games you will notice similarities with the system.

The game also tells a great narrative of the differences between the US and German troops as the 29th had access to more battlefield support than their German counterparts and the card deck is tailored to that experience as well. The US player in the new game has access to more cards and at lower initiative costs, bringing artillery and air support to the forefront in a way that we have not seen before.

We did a RAW video after our 1st play and you can watch that at the following link:

If you are interested in Fighting Formations: US 29th Infantry Division, you can order a copy for $121.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1005-fighting-formations-us-29th-infantry-division.aspx

5. The Rock of Chickamauga from Flying Pig Games

The Rock of Chickamauga is the 2nd entry in the Black Swan Series from Flying Pig Games designed by Hermann Luttmann and follows closely on the heels of A Most Fearful Sacrifice. Using the same game system, which is based on the well received Blind Sword SeriesThe Rock of Chickamauga covers the entire Battle of Chickamauga, fought from September 18th through the 20th, 1863 in northern Georgia. The Union Army of the Cumberland, under William Rosecrans, is driving south from Chattanooga, hoping to envelop and trap Braxton Bragg’s Confederate Army of Tennessee. But Bragg anticipates the maneuver, pulls back and then counterattacks the overextended Union forces. They meet along Chickamauga Creek, nicknamed the “River of Death”, in an epic struggle. 

The Black Swan Series uses a card-draw activation system that functions similarly to a traditional chit-pull system. This system is a core mechanic for introducing uncertainty, friction, and the fog of war into the gameplay. The cards themselves contain specific game information and orders, which streamlines play and reduces the need to look up rules or charts, saving time compared to traditional chit-pull systems.

I also very much liked how the confusion and true fog of war that existed at the battlefield was included in the game play. Not only do to the commanders’ lack precise information about their opponent but also the physical nature of the battlefield. Both sides basically went into battle stumbling and bumbling through the woods, searching out what they thought was the enemy’s flank and actually being way off in their assumptions. The woods themselves were so uniquely characteristic in that they were mostly thickly grouped with little undergrowth (being cleared by the local farmers and millers), but still displaying significant canopies. This canopy functioned like a tropical jungle “roof” and trapped smoke and dust within it. To add to that, there had been little rain in the area and the trails, lanes, and roads were exceedingly dry and produced clouds of dust. My main concern therefore was replicating all that confusion and ignorance of the location of opposing forces and thankfully, that’s what the entire Blind Swords/Black Swan System is modeled to reflect. Therefore, I just doubled-down on the inherent “chaos” elements of the core system and made those factors even more prevalent.

I also love how the system models the units and their fighting prowess referred to as Cohesion. The Cohesion Rating of a unit is essentially a catch-all for its morale, training and experience and includes what the unit’s intangible fighting qualities are, other than just sheer number of men. It is probably the most important aspect of the game engine as it is the key element that will determine how well a unit will fight – and survive – during the battle. It is used throughout the game to measure a unit’s ability to fight and endure on the battlefield. The CR will fluctuate during the entire game, and it will do so often. Units that are Shaken or Battleworn will have their CR suffer. Units can also raise their CR temporarily through the use of various events or by providing them with Unit Support. A low CR makes units more vulnerable and increases their risk during a Break Test, which will cause them to leave the game if they fail. You have to focus on this aspect or you will be unable to consistently move your attacks forward.

Just such a great system and I love Hermann’s attention to the historical details and the way he tells these ACW stories. I love this Black Swan Series and look forward to future volumes.

We posted an interview with the designer Hermann Luttmann and you can read that at the following link: https://theplayersaid.com/2024/10/23/interview-with-hermann-luttmann-designer-of-the-rock-of-chickamauga-from-flying-pig-games-coming-to-kickstarter-october-24th/

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

If you are interested in The Rock of Chickamauga, you can order a copy for $140.00 from the Flying Pig Games website at the following link: https://flyingpiggames.com/shop/ols/products/the-rock-of-chickamauga

4. BCS Inflection Point: The Battle for Kalach and the Battle of Chir from Multi-Man Publishing

Over the past couple years, we have played a few venerated and respected series games from Multi-Man Publishing for the first time that frankly I had initially turned my nose up at for various reasons. These reasons were not really anything important or truly about the design or mechanics but included things like price, graphic design, style and somewhat because of the complexity and reputation of complexity of those systems. These series included first the Standard Combat Series (SCS) with our first game being Rostov ’41 and now the Battalion Combat Series (BCS) with our first game being Arracourt and since we have played several other volumes including Brazen Chariots and Baptism by Fire. I must admit here that I am actually embarrassed that I hadn’t played those series and readily admit that I just discounted and dismissed them out of hand. I am so very glad that we repented of our stubbornness and found this system because it really is very, very good at what it is trying to teach and demonstrate about warfare at this scale.

One of the best parts about this new volume in the series is that it is actually 2 games in the same box. One game which is smaller, with fewer counters and formations and that uses a smaller version of the board included in the game and one that is the full campaign with more counters and formations, a larger board and is much more involved. Overall, I would say that the BCS is a fairly straightforward series even for someone who is a beginner and has less experience with the BCS system like me. I think that I thought they were designing Arracourt as the entry to the series, and I still think that is the case, but this volume has some of the same flexibility and approachability that some of the larger titles don’t necessarily have. I feel that players can cut their teeth on this one using the smaller scenario while getting comfortable with the rules and system before you attempt the larger scenarior or even other larger games in the series. I also feel that the game requires somewhat of a paradigm shift before playing. What I mean by that is really two fold.

First, I really feel that usually these big hex and counter wargames are set in their combat methods, namely focused on odds based Combat Results Tables and counting up combat factors to get the perfect odds, and require a bit of calculation. But BCS doesn’t use a traditional CRT but breaks the combat down into more of a collection of DRM’s based on many factors.

Second, the game also has very low counter density, with the scenario we played having about 40 counters per side on the map at any given time, and stacking limits are just 2 combat units with other counters also allowed such as support units or HQ’s. There are not enough counters here to create the long contiguous line or wall of units that are typical in some of the larger systems, which lends this one to a bit more maneuvering of units to get into good position while using terrain to attempt to isolate and cut off units from supply or to prevent the enemy from doing the same to your units. This created somewhat of a back and forth dance for us that kept my focus and attention and was really quite entertaining. Supply is important to the system but not as focused on it as say the Operational Combat Series (OCS). The players must manage their HQ’s and their combat trains to keep their units in full supply and this becomes somewhat of a different type of dance that sees players cautiously keeping their units in a loose perimeter to prevent a freak breakthrough or run around to get to the back of the formations to take out supply sources and cut off units. I really liked the scale and feeling of this BCS system and had a very good time in trying to learn and understand it and also trying to figure out the best strategies to engage.

The counters included in BCS Inflection Point are dual sided but the back side is not to show a reduced unit as is normal with these wargames. The front side is the unit’s move side while the back side is its deployed side. Each of these stances is very important and must be used by each player to get the most out of their units and to take it to their opponent.

I wrote a First Impressions style post on the blog that you can read at the following link: https://theplayersaid.com/2026/03/04/first-impressions-bcs-inflection-point-the-battle-for-kalach-and-the-battle-of-chir-from-multi-man-publishing/

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

If you are interested in BCS Inflection Point: The Battle for Kalach and the Battle of Chir, you can order a copy for $112.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/inflection-point-p-418

3. Close Quarter Battles: Waterloo from Lock ‘n Load Publishing

Close Quarter Battles: Waterloo was such a surprise of the year for us. It is a tactical level wargame that is truly intense and chaotic that attempts to, and does a fantastic job of accomplishing, the brutal, up-close engagements of Napoleonic warfare. The game puts players in command of elite British, French, or Prussian forces as they fight for control of key battlefield positions. The designer has chosen to center on the two strongpoints of the battle of Waterloo including the La Haye Sainte farm and the Hougoumont Farm. First off, the game is just gorgeous and the maps are stunning. In fact, they are so good that I am going to highlight them in an upcoming entry on the blog in the Beautiful Boards of Wargaming Series. But, the Waterloo battles here are skirmishes around and for the taking of these two farms. The game uses a grand tactical system that works to attempt to to simulate the interactions between infantry skirmishers of small groups, artillery sections and cavalry in a fortified area. This leads to the game being uber violent and bloody as assaults are common but difficult particularly for the attackers who will have to scale formidable walls and then take on the awaiting crack troops inside. Officers and generals are very important to the battle as they will influence the battlefield with their command range and other attributes to add DRM’s to the troops by issuing orders, rallying troops, and trying their best to maintain discipline.

I really like this one as it is really a game. Meaning that the rules are simple yet impactful and the game provides each of the players with a deck of cards that act as events to provide bonuses, allow for greater movement distance or to perform heroic acts. They also provide the chance to attack and eliminate leaders with sniper fire to cause even further chaos and blood.

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

If you are interested in Close Quarter Battles: Waterloo, you can order a copy for $129.99 from the Lock ‘n Load Publishing website at the following link: https://lnlpublishing.com/products/close-quarter-battles-waterloo-llp314531

2. All Are Brothers: Solferino, 1859 from Legion Wargames

We very much enjoy the Blind Swords Series originally designed by Hermann Luttmann. We love it for its chaos, unpredictability and for is crunchy combat system. This past year, a new designer Bryan Armor took up the call and took this Blind Swords System and put it into action in the Second Italian War of Independence. All Are Brothers: Solferino, 1859 simulates the decisive battle of the Second Italian War of Independence at the Brigade-level, with some additional Regimental-size and smaller detachments included.

And the other part that is so good about this system and the game itself is the activation chit pull system. The chit pull mechanic also very much aids in solitaire play, as does variable activation rules and reinforcement tables but it really makes for a lot of uncertainty about how and what units will activate. No battle is in your full control and this system really reinforces that truth about the battlefield.

One of the best parts is the morale system. Each corps has an associated Corps Morale marker on the Morale Track. Each Corps Morale marker will be reduced by one when they activate including movement and fire attacks but also when Leaders take casualties or break tests are failed. This can all lead to the corps becoming demoralized which means they will be unable to offensively move and attack and will be relegated to a defensive posture. So you really have to make good choices about what units and when they will activate. You cannot just wholesale activate each formation every turn but must look at their status to decide how best to manage this aspect that was a very interesting and nice addition to an all ready proven and very good system. This means that units are also prone to attrition and need to be covered or supported by artillery fire. They can be used most effectively if massed at certain points. The chits also effected the corps’ stance switching between aggressive or defensive and this is a choice that must be made with a full understanding of a plan of attack.

Just a very solid and playable game that felt like a big wargame that played fairly quickly and easily and didn’t get bogged down too much.

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

If you are interested in All Are Brothers: Solferino, 1859, you can order a copy for $58.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_AAB.html

1. Congress of Vienna from GMT Games

I am a big fan of the Great Statesman Series from GMT Games and several of its volumes including Churchill and Pericles are among my favorite wargames. But Congress of Vienna is a really great game, probably the best of the bunch, and has matured the system laid out by its found Mark Herman. Congress of Vienna has two different but related phases including the conference table where players first debate over the control of issues germane to the factions and the period of the war and second these issues are then used on the battlefield to recruit units, attack and take overall command of battles. The players will be playing cards from their hands to “debate” over the various issues that were placed on the table, which include all types of things such as Military Operations, Recruitment, who will lead the combined Coalition forces (Generalissimo), Future of French Government, British Financial Aid, Liberalism vs. Absolutism, Austrian Neutrality and several other issues, and then later the players will use their accumulated Resources gained from the issues to enact action on the Military Map and do things like mobilize troops, place Military Support Markers and the ultimately to conduct warfare.

The interesting thing about this mechanic is that sometimes the other players will win your issues by having them rest on their side of the conference table at the conclusion of the phase. In this case, the winning player will gain control of that issue and then will get the opportunity to choose where the issues will be placed on the Military Map, but the owner of the issue will still pay for it and must do where the placement is telling them to do, such as attack on a certain front. There also is a small area on the board where the Russian player must turn their effort to fight in Asia. This action has no real in game effect or benefit other than causing Russia to lose the choice of what they wanted to do in favor of doing something else. This can be a great tactic for the French player, or even for other Coalition players to spoil the plans of the Russian player and possibly box them out of gaining VP for military victories on various tracks.

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

But even though the game relies on cards and has an important Diplomacy Phase, without a doubt CoV is a wargame with DRM’s for units and military leaders, terrain, military support, a Casualties Table, retreat and advancing after battle, etc. However, both Phases are inversely related and if players use their Character Cards in the form of generals and military leaders for the Diplomacy Phase you will not have them available for the Military Phase. If you do not win enough issues during the Diplomacy Phase, you will not have recruiting or military operations where they are most important to your power.

I would say that the game is very involved and will take a few plays to really get comfortable with. I don’t want anyone to take this to mean that the game is overly complex and difficult to play. That is not the case. It is a very approachable system and game once you get the basics down through the play of a few turns. I would also say that there is a ton of differences and asymmetry with the nations and learning all of them well and understanding their tactics will take some time. But that is a good thing in my opinion and means that there is depth to the game and replayabilty is huge. And in my opinion, this was the best game that I played from 2025. Just fantastic!

I wrote a First Impressions style post on the blog that you can read at the following link: https://theplayersaid.com/2025/08/06/first-impressions-congress-of-vienna-from-gmt-games/

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

If you are interested in Congress of Vienna, you are unfortunately out of luck as it is out of print but you can pre-order a copy for $65.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1167-congress-of-vienna-2nd-printing.aspx

Honorable Mentions:

Each year I feel compelled to tack on some games to this list just because they were so very interesting or dealt with unique settings that I feel they are worthy of mentioning. While they didn’t make the Top 10 list, they are each good games in their own right.

Alliance: Multi-Player Napoleonic Wargame from Columbia Games

All in all, we had a great time with Alliance. I think that we felt that the game was solid, with some great mechanics such as the card play and the block combat system, but was just missing some things. I would like to see what the community comes up with as far as variants and other changes over the next year. But the game delivers on its promise of a sandbox strategic level Napoleonic wargame with a focus on alliance building and maintenance. There is a lot to like and we plan to play this one again.

I wrote a First Impressions style post on the blog that you can read at the following link: https://theplayersaid.com/2025/03/06/first-impressions-alliance-multiplayer-napoleonic-wargame-from-columbia-games/

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

If you are interested in Alliance: Multi-Player Napoleonic Wargame, you can order a copy for $99.98 from the Columbia Games website at the following link: https://secure.columbiagames.com/products/3221

Werwolf: Insurgency in Occupied Germany, 1945-1948 from Legion Wargames

Werwolf: Insurgency in Occupied Germany, 1945-1948 is a COIN Series adjacent game designed by Clint Warren-Davey and Benjamin Feine and is an alternate history game, but the story that is presented is entirely plausible. Werwolf was a real underground guerrilla group, comprised of SS and Hitler Youth members. It was intended to lead an insurgency against the invading Allies and Soviets when it became clear that Germany was losing the war in a conventional sense in the mid-1940’s. They did in fact have a few successes and American intelligence officer Frank Manuel said that the Werwolves were prepared “to strike down the isolated soldier in his jeep, the MP on patrol, the fool who goes a-courting after dark, the Yankee braggart who takes a back road.” The game allows players to take on the role of the occupying Soviets and Western Allies along with this Werwolf insurgency and the Edelweiss insurgency.

This game was very good and frankly was a breath of fresh air in the COIN Series or COIN Series adjacent arena. This game was very kinetic and each faction had a ton of combat and had to engage each other to accomplish their goals. The cards were fantastic and the additions to the system such as Research Tokens, Heavy Weapons in the form of leftover tanks, Wunder-waffen and the Cold War Tension Track, were really fresh and well integrated into the game play. I loved the game and would play it again in a heart beat!

If you are interested in Werwolf: Insurgency in Occupied Germany, 1945-1948, you can order a copy for $106.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_WER.html

Verdun from Dragon Dawn Productions

Verdun is a card game that is focused on the famous siege of Verdun during World War I. As player’s hands dwindle down as they play 2 cards per round but only draw 1, players will also have to play cards that help the other side, timing it strategically to minimize their own casualties. The teams alternate being the Attacker, and each card played leads to more and more deaths. You are fighting over positive victory points from trying to win several positions through over the top attacks that are worth a set amount of VP but that are hidden from view until they are taken so you never know if you are going for the high VP area or the low ones until you blow the whistle to initiate the attack.

A game of Verdun lasts about 16 rounds as players start with 12 cards, which they then play in a series of 12 tricks. When you win the trick, you gain the VP for the position but the winner will lose their lowest valued cards while the loser will lose their highest value cards to the dead pile representing mounting casualties. Low cards have fewer skulls on them representing deaths while higher cards have more. So even in victory you will be accumulating negative VP’s and this is one of the key aspects of the game…managing those deaths! Just like the high command.

In the end, the player with the highest score will win and this number will be very low or can even be negative. In our play of the game, my French defeated Alexander’s Germans by a final score of 3 VP to -14 VP. What a great little trick taking game! The really interesting part about the late game is that your hand has dwindled to being full of your worst cards as you have most likely used the good cards earlier to win tricks or cause losses to your opponent. The last few card plays just seem brutal and you are just hoping to not have to take a lot of skulls. This felt very fruitless and mimics the despair of commanders as they had to issue orders that they knew were not going to result in any positive gains but only the loss of life.

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

If you are interested in Verdun, you can order a copy for €33,00 ($38.00 US Dollars) from the Dragon Dawn Productions website at the following link: https://dragondawnstore.myshopify.com/products/verdun

Drop Zone: Southern France from Worthington Publishing

Drop Zone: Southern France is a company-level wargame covering the Allied airborne assault that spearheaded Operation Dragoon, which was the invasion of Southern France or the Second D-Day on August 15, 1944. The history behind this operation is really very interesting as early on the morning of D-Day, the allied First Airborne Task Force (1st ABTF) parachuted a dozen miles behind the Riviera landing beaches to seize key towns and road junctions, to prevent the German occupation forces from counter-attacking the amphibious landing, and to facilitate the advance of Allied forces. The 4:00 AM parachute drop was badly scattered due to an unexpected dense fog bank that blanketed the battlefield. Drop Zone: Southern France covers the first two days of this airborne operation in six game turns, when the American and British paratroopers and glider-men fought surrounded and alone, supported only by French resistance bands. This game is very good and is just a solid wargame.

This game is surprisingly good and we had a great time playing it! There are just so many interesting elements to consider including the various operations, objectives and paths to take for the Allies to attempt to capture their objectives as planned. We found the game to be imminently playable and were very pleased with the strategy and planning required to do well. This one is a winner and I would recommend it highly as an introductory wargame that plays in 90-120 minutes but gives some real meat to chew on.

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

If you are interested in Drop Zone: Southern France, you can order a copy for $60.00 from the Miniature Market website at the following link: https://www.miniaturemarket.com/drop-zone-southern-france-wpub0101.html

Chicago ‘68 from The Dietz Foundation

Chicago ’68 pits revolutionary spectacle against civil order at the Democratic National Convention riots of 1968. Players take the role of either the Establishment, consisting of the Chicago PD and Mayor Daley, or the Demonstrators, including the Yippies and MOBE, and is a fast-paced game of street battles and political maneuvers.

Each side plays from two asymmetric decks of action cards. The Establishment positions tactical forces and police platoons to co-ordinate mass arrests while working the convention floor. The Demonstrators, on the other hand, can pivot from direct clashes to radical street theater; their tactics can be reactive and unpredictable, allowing for wild cat-and-mouse chases and mischief-making across the tear-gassed avenues of downtown Chicago.

This game is an area control/area influence game that uses cards to take a predetermined set of actions that can be upgraded and replayed with better actions as the game progresses. Each player will fight for control of the delegates to the convention as well as exposure to the nation through the media. Just a very well designed game that was a ton of fun to play.

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

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

If you are interested in Chicago ’68, you can order a copy for $68.00 from The Dietz Foundation website at the following link: https://dietzfoundation.org/product/chicago68/

There I am finally done. My list of the Top 10 Wargames published in 2025. I had fun playing them and putting this list together as I got to revisit each of the games and think about why they were included on this list.

Please let me know what your top games of the year were and what you think of my choices and what games you would have placed on such a list.

-Grant

Grant’s Top 10 Solitaire Wargames of 2025!

Von: Grant
16. April 2026 um 14:00

As I have done with my Top 10 Wargames of each year list I am going to do the same with the Top 10 Solitaire Wargames/Games that I played that were published in 2025. I played a total of 17 new published solo games in 2025 so take this list with a grain of salt as I didn’t play all the titles released in 2025 nor even all of the games that I purchased this past year. The games that I played include the following:

  • Okinawa: The Last Battle of WWII from Solo Game of the Month
  • Iwo Jima 1945 from Worthington Publishing
  • The Pursuit of John Wilkes Booth from Blue Panther
  • Operation Dragoon Travel Game from Worthington Publishing
  • Crusaders: The Siege of Acre 1291 from Art of Wargames and Blue Panther
  • SPQR: The Battle of Alesia 52 BC from Art of Wargames and Blue Panther
  • Siege Works: A Napoleonic Siege Roll & Write from Solo Wargame
  • War In The Pacific: A WW2 Roll & Write from Solo Wargame
  • Fields of Fire Deluxe 2nd Edition from GMT Games
  • Europe at War 1940 Solitaire from Worthington Publishing
  • Shogun Solitaire from Worthington Publishing
  • Black Skin Black Shirt: Ethiopia vs Fascist Italy 1935-1937 from White Dog Games
  • Empire of Grass from White Dog Games
  • Onoda from Salt & Pepper Games
  • Iwo Jima: Hell on Earth from Neva Game Press
  • La Der de Ders – The War to End War from Hexasim
  • Thermopylae: Last Stand from Solo Wargame

I have really grown to love my solo wargaming and it is partly because there are plenty of well designed and engaging games out there that continue to feed my curiosity and hunger for a tough challenge. Here I present to you my list of the Top 10 Solitaire Wargames of 2025!

10. Crusaders: The Siege of Acre 1291 from Art of Wargames and Blue Panther

A new solitaire game is always welcome on my table…and if that game is about the Crusades, even better! Earlier this year, Blue Panther released a new game designed by Joe Fernandez called Crusaders: The Siege of Acre 1291. The game is what I would call a lite dice-chucker with some very interesting aspects of a siege baked into the game. There are tracks on the board that track the condition of the outer wall, inner wall and accursed tower and the Crusader Knights, including Templars, Hospitallers and Teutonic Knights, inside the city of Acre have to defend against the Mamluk siege for 13 turns.

The game has a random event that kicks off each turn that will do damage to the city walls, kill knights and advance the Mamluk miners who are attempting to tunnel under the walls. There is just one event that if rolled can do a loss to the attackers but this occurs only on a roll of 3 on a 10-sided die.

The rules are very simple clocking in at 5 pages and are easy to understand and once read the game can be played only from the excellent player aid. I very much enjoyed the Deus Vult actions that are special actions that can be used to do things like repair a wall, reverse a Mamluk mining action or sally out of the city to offensively attack the besieging units. But, these actions can be nullified if certain conditions occur so you should use them while you have them and not wait too long or they might disappear.

I feel like this game really scratches that quick playing, easy to get into but intense and difficult game itch. The Crusaders have an uphill battle for sure as they really don’t have as many options or choices as I would like to see but what is there makes sense, is full of historical flavor and plays well. I have not been that successful with the game, meaning that I haven’t won very often, but despite that I still want to come back play after play and that should tell you something about the game and what it is. If your dice luck is really bad, this one can snowball quickly ending in a catastrophic defeat. I think that the other real attractive part of the game is that it is quick to set up, has good rules and plays quickly. This one will not blow your socks off but it is good for what it is and it comes in a small box that is very portable. In fact, I played it first while attending a work conference.

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Crusaders: The Siege of Acre 1291, you can order a copy for $35.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/crusaders-the-siege-of-acre-1291

9. Shogun Solitaire from Worthington Publishing

Staying in the small, travel sized wargame department is Shogun Solitaire from Worthington Publishing. I say wargame, but it is probably more of a strategy card game with a war theme being set in the period of the Sengoku Jidai. Shogun Solitaire is a card based dedicated solitaire game where the player is leading a coalition of four clans to unite feudal Japan. These clans are one of 4 different colors in the game including green (Hōjō), purple (Takeda), red (Katō) and blue (Amago). Each of the clans must secure 3 objectives within their territory to achieve unification under a single Shogun including the port, village and castle of that region. To accomplish this, you’ll need to deploy armies in the form of cards in strategic combinations to gain control of those objectives. These cards are built up in the players tableau and you must get a run of 3 same colored cards (not the same type of soldiers although you cannot play 2 of the same soldiers consecutively) played in order to win the next objective. But, there are Enemy cards colored black or gray that represent assassins, Ronin and raids. There are also neutral Envoy cards that are bronze colored that act as dead space in your tableau and represent the court responsibilities and diplomacy of the Shogun with allied clans and if you ever build up too many of them in the area you will have to take a breath and wipe the slate clean by sending them home.

The really great part of this game is that each of the different types of cards have different special abilities and you must deploy them properly in order to gain the greatest advantage before the 102 card deck runs out. There are six types of Shogun cards that represent the available forces that can be deployed to seize objectives. Samurai can protect and will cancel enemy cards before they can do damage. The Ninjas allow the player to search the top 4 cards of the deck and then reorder them in order to finish a run of the same color cards before bad things can happen. And one of the most important cards is that of the Leaders which act as a wild card that can be played like any Shogun card of its color. I found that trying to utilize these cards to their highest effect was very fun and tense and I found myself really trying to utilize each ability at the right time.

This game is fast playing, playing in 20-30 minutes, and is very fun. But it can be very luck dependent as when you draw bad cards a few hands in a row, there is not much that you can do and the game begins to pound you down and it can come to an end very quickly. But, this game is very good and well designed for what it is; a lite, card based, quick playing travel sized game that is also very beautifully produced with gorgeous period art, thick cards and a fantastic board that flips over to show a

A look at a very lucky win! Notice the back of the board turned over the reveal the beautiful art!

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Shogun Solitaire, you can order a copy for $35.00 from the Worthington Publishing website at the following link: https://www.worthingtonpublishing.com/collection/shogun-solitaire

8. Iwo Jima 1945 from Worthington Publishing

A few years ago, Worthington Publishing published their first game in the Island Fight Series called Tarawa 1943. That game was awesome and was truly difficult to win, as it should be. Now, they have published the 2nd volume in the series called Iwo Jima 1945 that covers the only island assault during the Pacific war that the attacking US forces would suffer worse casualties than the Japanese defenders. On February 19, 1945 the USMC would land 30,000 marines on the island against a Japanese defensive force that numbered roughly 21,000 Japanese soldiers. Facing a Japanese commander who had learned valuable lessons from the losses on other Japanese islands, the USMC would eventually land over 70,000 marines and suffer over 25,000 casualties during the 36 day campaign.

In this solitaire game, the player takes on the role of the USMC commander leading the invasion of Iwo Jima. The game system, driven by cards, will simulate the strategies of the Japanese defenders, often referred to as the Japanese AI, adding a layer of historical authenticity to your gaming experience. If you have played Tarawa 1943, you will be familiar with the system.

Iwo Jima’s play deck is larger than that of Tarawa’s, which provides a bit of breathing room in the game but doesn’t necessarily change the difficulty appreciably. There are also added mountain positions on the island where the attacking USMC will roll 1 less attack dice making it very challenging to overtake several of the key positions and that will need the player to use special cards to assist. The USMC player is allowed to play any number of the cards from their hand during their turn as opposed to just 3 from the previous entry in the series. The other rules are almost all the same, and you can begin playing with just a brief read of them.

I have played this one about 10 times and have not even come close to winning. It is tough and the way the dice system for combat works it is truly difficult for the Marines to score hits quickly enough to make significant progress, which is how it should be. But, the game is fun, tactically challenging as you have to manage your Cohesion as well as decide when to deploy and replace front line troops with fresh troops and plays pretty quickly. I have never had a bad play of this system and very much look forward to other entries in the series.

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Iwo Jima 1945, you can order a copy for $75.00 from the Worthington Publishing website at the following link: https://www.worthingtonpublishing.com/collection/iwo-jima-1945

7. Onoda from Salt & Pepper Games

I am always on the lookout for an interesting and different type of historical game. And when that game is solitaire and allows the player to experience and gain insight into the life of a tragic figure then I am very interested. A few years ago, I came across this very interesting looking solitaire game designed by Francisco Gradaille called Onoda from Salt & Pepper Games. Onoda follows the tragic life of Hiroo Onoda who was a Japanese soldier who wouldn’t believe that Japan had lost World War II and stayed at his post on the island of Lubang in the Philippines from 1945-1974 when he finally surrendered after a visit from his commanding officer. I have played this one several times and can say the game is very interesting, educational and also gives the player an opportunity to learn and gain insight into the life of this person who is remembered as an insane criminal and a story of tragedy.

During 6 rounds of variable duration, the player has to obtain a number of resources represented by rice that will
allow them to finish the round without suffering penalties, such as reduced health and morale. In each round, the player will have to undertake a series of missions, earning honor points for accomplishing them. During the game, the player will get to experience some of the events that the real-life Onoda had during his stay in Lubang as well as some of the tragedies. The missions includes things like sabotaging key infrastructure, gathering equipment and other useful items all the while trying to evade detection and capture. But the game goes deeper than that as the crux of the game is the management of morale and the level of insanity in the mind of the soldier due to paranoia, death of comrades or illness.

During these missions, the player will have to draw tokens from a draw bag that represent the level of alarm that is present on the island due to his shenanigans. Each time that a player has to perform a check to accomplish a mission or to avoid danger from the random events, the player must take a Resource/Resolution token from the bag and check its number side against the relevant level of alarm or paranoia in the are where the operation is being undertaken. These Checks are successfully passed when the token’s number is higher than the Alarm or Paranoia level so keeping these low and also moving around the island stealthily will spread out the alarm level and keep Onoda safer and more able to accomplish these missions. Failure will lead to negative effects and lost opportunities as the game has only 6 turns.

I very much enjoyed this game and also loved it because it made me think about this tragic “hero” and his motivations and life those 30 years on the island. What commitment he must have had as well as derangement and you have to respect that or at least give it some thought. Just a great little narrative generator with some very gamey mechanics that create an interesting experience.

Here is a link to my playthrough video:

Here also is a link to my video review:

Also, in case you missed it, we published an interview with the designer Francisco Gradaille on the blog and you can read that at the following link: https://theplayersaid.com/2024/11/06/interview-with-francisco-gradaille-designer-of-onoda-from-salt-pepper-games-coming-to-gamefound-november-7th/

If you are interested in Onoda, you can order a copy for $39.00 from the All Play website at the following link: https://www.allplay.com/board-games/onoda

6. Black Skin Black Shirt: Ethiopia vs Fascist Italy 1935-1937 from White Dog Games

I have really enjoyed my plays of several games designed by R. Ben Madison. He has a knack for including elements of the history into the gameplay while placing the events into the framework of his chosen system, which is usually the States of Siege Series…but not always. His newest offering called Black Skin Black Shirt: Ethiopia vs. Fascist Italy 1935-1937 from White Dog Games uses the States of Siege Series System and delves into pre-WWII conflict in Africa.

First off, this game is very challenging, as is to be expected as the Ethiopians are desperately outmanned and outgunned by the Fascists as they invaded to take over the oil rich area for their own purposes and I have not done well at it at all in my few plays. I normally would have played it a few more times before adding to the list but I just had such a good experience with it and the history that I felt that I needed to add it to the list. It uses the States of Siege Series but in a bit of a different layout as there are not tracks per se but there are paths that lead through various regions of the country of Ethiopia as they converge on the capital of Addis Ababa.

The game is chit pull and the chits that are pulled give instructions about the actions of the AI Italians as they move on each path. The player will also gain a number of action points that can be used to take actions such as attacking to drive back the invaders. I very much like the concept of support of the Fascist invasion as they have the ability to place their support focused bases on the map as they advance and this leads to the player no longer being able to drive them back to beyond that point so the pressure really ratchets up as the game goes along.

As is the case generally with these games, Black Skin Black Shirt is an easy-to-play, straightforward solitaire game that creates a very interesting historical narrative about how the conflict plays out. There are really lots of tough choices and the game is about the management of your resources and assets, such as your Ras warlords who can go out and make devastating ambush attacks but can also be killed in action and removed from the game, The game forces the player to take charge of the defenses, by calling up troops and marshalling resources as well as attempting to call on the League of Nations for aid and support.

Here is a link to my unboxing video:

If you are interested in Black Skin Black Shirt: Ethiopia vs Fascist Italy 1935-1937, you can order a copy for $56.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/ethiopia

5. The Pursuit of John Wilkes Booth from Blue Panther

A few years ago, while attending the WBC, I had the chance to meet Wes Crawford who was demoing his upcoming game Engine Thieves. He was a very nice guy and his game was pretty interesting as well. Since that time, he has another game that has been released designed in partnership with Ryan Heilman in The Pursuit of John Wilkes Booth published by Blue Panther. I had a chance to play the game solitaire (with Wes overseeing the game and giving me guidance and pointers) at WBC in 2024 and have since played the game on my own several times and had a really great time with it. Great little solo game with several other modes where the player uses resources like police and detectives to search for clues in the hunt for Lincoln’s assassin after the events at Ford’s Theater on the evening of April 14, 1865. Definitely not a subject that has been gamed before and it is really refreshing to be able to experience this history in an interesting and engaging game. There really is a lot to like with the way that clues are found and chits are blindly drawn to verify clues from a bag. There is also a great little movement mechanic with police and detectives to try to acquire more clues.

I know that this is not a traditional wargame but the topic is just so very interesting and the variety of modes you can play in is also very cool. I think that this one is a game that will stay in my collection for years to come and I think that you will enjoy the chit pull, use of your special Stanton Cards that give special events or actions and the way that the movement, searching and raiding works when you find Booth.

We were able to post an interview with Wes Crawford on the blog and you can read that at the following link: https://theplayersaid.com/2024/12/03/interview-with-wes-crawford-designer-of-the-pursuit-of-john-wilkes-booth-from-blue-panther/

Here also is a link to our video interview after playing the game with Wes at WBC:

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in The Pursuit of John Wilkes Booth, you can order a copy for $70.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/pursuitofjwb

4. Siege Works: A Napoleonic Siege Roll & Write from Solo Wargame

Until a year or so ago, I had literally never heard of the concept of a Roll & Write game. But, I started seeing these things pop up on Kickstarter from a new company called Solo Wargame and I was immediately intrigued as the topics for the games were so interesting and varied that I thought that there just might be something worth looking into. Since that time, I have played 2 of these Roll & Write games from Solo Wargame and really found that Siege Works: A Napoleonic Siege Roll & Write was my favorite. I say my favorite because who doesn’t like a siege game and a game set during the Napoleonic Wars is always fun! 

Roll & Write Games are typically small and portable games, some are even Print ‘n Play games like Siege Works, that involve the player rolling dice and then marking the results on sheets of paper or sometimes erasable boards. These markings can mean several different things including goals being met, pre-requisites being completed or enemies defeated. The genesis or archetype for these Roll & Write Games is Yahtzee, where players roll a handful of dice looking for various combinations of results to mark off on their sheet that then score points in the end. But recently that game genre has started to include a bit more player agency and choice about how they go about reaching goals including dice selection from those that are rolled, choosing results that are needed at the time but may be less than optimal in the long run and in completing certain goals that will open the door for additional future beneficial options for the player. Don’t get me wrong. A Roll & Write Game is very simple and is not a traditional style of wargame with hexes, counters and Combat Results Tables. But the game tells a story of a siege and how it works. So I was initially skeptical about this form of game and just had to give it a try to see what it was about. I have actually played 2 of them and found them to be lite, fun and interesting. And Siege Works is a solitaire Roll & Write Game so I have played it by myself on my gaming table and had a good time with them.

The biggest plus to the game is the simple rules, easy setup and fast onboarding with learning and being able to get the game played. You can play this easily with a simple read of the rules and a bit of review of the Game Sheet before playing. The sequence of play is very good and easy to follow as well and I found that the game is pretty intuitive. My only issue with the rules was that I found that they sometimes needed just a few more words or an additional sentence for clarity. But this is combated somewhat by the fact that the rules contain a lot of good play examples for the different actions in the game.

Here is a link to my First Impressions post that appeared on the blog and you can read that at the following link: https://theplayersaid.com/2025/09/16/first-impressions-siege-works-a-napoleonic-siege-roll-write-from-solo-wargame/

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Siege Works: A Napoleonic Siege Roll & Write, you can order a print and play copy for $8.00 from the Wargame Vault website at the following link: https://www.wargamevault.com/en/product/530416/siege-works-a-napoleonic-siege-roll-write

3. La Der de Ders – The War to End War from Hexasim

La Der des Ders – The War to End War from Hexasim is a 1-2 player slightly abstracted strategic level look at World War I. The game allows the players to relive the First World War at a strategic level, with each player controlling one of the 2 sides either the Entente, consisting of France, England, Russia, Serbia and other minor nations or the Central Powers including Germany, Austria-Hungary, the Ottoman Empire and a few minors. La Der des Ders can also be played solo, with a dedicated solitaire bot called “Athena” who utilizes special Cornflower Cards to make decisions about what technologies to invest in, where to undertake offensives and how to utilize limited resources and reinforcements. Each turn, players gain an amount of Resource Points dependent on what nations are in the war, which they can allocate to different areas to guide their overall strategy. Victory is achieved by launching offensives that drain the morale of enemy nations, forcing them out of the conflict through collapse.

One of the best parts of La Der de Ders, and typically the best part of any strategic level wargame, is the Technology Phase and the player’s ability to spend their limited resources on various types of technologies to improve their performance on the battlefield and in the economic war. But, keep in mind that there is a risk here as resources are limited and you have to pay to develop these technologies and there is no guarantee of success as it is up to a dice roll, albeit a modified one at that. Each of the players has their own Technology Tree board that is used to track their technological progress over the course of the game. There are a total of 6 different Technologies that can be researched including Attack, Defence, Artillery, Aviation, Naval, and Air Raid.

The process of taking Offensives is really pretty simple as players take turns to activate one of their sectors that has not yet been activated this turn. The sector chosen will then be activated and must launch an Offensive against an adjacent enemy sector. There is a cost to the launching of Offensives though as the player will have to pay the appropriate cost by first choosing the size of their Offensive, which in game turns means the number of dice they will pay to roll in the Offensive. The size of the Offensive must be at least 1 and can be up to the current Operational Value of the attacking sector. The player launching the offensive then spends as many Resource Points as the size of the Offensive. Dice rolling is fun and the real key here is how to plan for an prioritize your chosen Offensives as you cannot just do one each turn or you will risk collapse and will be unable to do other things such as invest in technology development.

Victory in the game is well done and I very much like the concept of only calculating the value for those countries who have not Collapsed and who are still in the war when the end game is triggered. We all know that it is easier to negotiate a peace that is favorable to your side when you are still a threat and if too many nations of either side have collapsed then their Prestige Points will reflect this as those countries won’t contribute to the final value. And I also like the simplicity of the scoring system. If certain key countries like France and Germany surrender, then that equates to a victory for the side causing the surrender and if the game continues to grind on through the final turn, then there is this calculation that is really pretty simple and gives importance to each goal with a different value that can be earned. Just a solid method for determining victory that makes sense and fits with the historical aspect of the outcome of the Great War.

The Athena bot is the solitaire mode of the game and it is not just tacked on but is very well done and creates an interesting and challenging game. It is a really well designed system that removes most of the work by the player when playing solitaire. There will be times when you have to make a decision, such as the priority of how Offensives occur from the non-player side, but these decisions are easy and the hard work is done by the simple flipping of a card. I do want to point out one final thing. The sequence of play differs slightly from the 2-player game as it rearranges when the Athena bot does a few of the steps during the Spend Resource Points Phase as shown below. The human player will start by doing their Reinforcements first followed by their Technology investment. Athena will then go and do their Technology investment first followed by Reinforcements. Both players will then move into the Offensive Phase and the player with initiative as shown on the turn track will take the first Offensive of the turn.

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

Action Point 1 – Game Board

Action Point 2 – Technology Phase and Technology Tree

Action Point 3 – Event Cards

Action Point 4 – Example of an Offensive

Action Point 5 – Victory Conditions

Action Point 6 – Overview of the “Athena” Solitaire Bot

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in La Der de Ders – The War to End War, you can order a copy for $50.00 from the GMT Games website (they have a contract with Hexasim to sell their games in the United States) at the following link: https://www.gmtgames.com/p-1222-la-der-des-ders-the-war-to-end-war-english-version.aspx

2. Iwo Jima: Hell on Earth from Neva Game Press

Neva Game Press (formerly Neva Wargames) is a new publisher who appeared on the scene 2 years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! Recently, they released their first game called Iwo Jima: Hell on Earth which is a solitaire look at the amphibious invasion of the island of Iwo Jima in 1945 during the end of WWII.

Iwo Jima: Hell on Earth is the first game in their Neva Skirmish Line and it is a hex and counter wargame with some interesting mechanics for combat and a combination of secondary mechanics to keep the game fresh and replayable. This solitaire game lets you play as the U.S. Marines during Operation Detachment. It offers a challenge for both intermediate and experienced wargamers and is really very, very good. I have only played the game 1 time all the way through but as the year is getting away from me already I had to finish up and decided that this was a very good experience deserving of the position on this list. I hope to play again very soon and put together some video content to share more about the game.

One of the things that I really liked was the focus on the hidden Japanese units that play a significant role in the game. Collecting intelligence for the U.S. as they move up the beaches and onto the mainland ensures more strategic planning and greater success of attacks. Additionally, hidden units, combined with a randomized initial Japanese unit setup, enhance the game’s fog of war and replayability. No play will be the same and I think that is a good way to design a solitaire game. U.S. intelligence has some information about potential Japanese defenses, but it is important to verify on the map that there are actual units at those locations. Additionally, more information about those units should be gathered by revealing them to see their actual composition and plan a better attack. Units can be revealed through successful bombardment, combat or reconnaissance. Making a better attack means that the player has access to different type of weapons and attacking a tank unit with a heavy weapon will give modifiers that will not be gained if the asset is not present.

If you attack a hidden unit or if a hidden unit is supporting the attacked Japanese unit, you will draw Intelligence Chits that provide information about the unit and their combat support value. While attacking hidden units can be risky in certain situations, it is essential to continue advancing to achieve timely victory. Understanding when to attack hidden units or gather intelligence through reconnaissance actions is crucial for success and one of the better parts of the game.

Combat is varied and there is a lot of choice about how to go about attacking the defenders. A unit can engage in combat through Direct Attack, Indirect Attack, or a combination of both. In a Direct Attack (with a maximum of 2 U.S. units adjacent to the target), the combat factor value of these units is utilized. For an Indirect Attack (with a maximum of 3 U.S. units if conditions are met), the units’ combat support type and value are used to participate in the combat. Units involved in a Direct Attack may also be used for Indirect Attacks as needed. The next step of combat involves comparing the combat ratio to determine the appropriate table column for checking the die result. Die Roll Modifiers must then be determined, based on factors such as the type of Japanese defense units, which could include Trenches, Pillboxes, or Caves, the comparison between the combat support from the U.S. player and the Japanese side, and terrain effects. The combat is very crunchy and fairly involved and I will definitely classify this one as a good hex and counter wargame experience.

I need to get this one back to the table soon but this is a keeper and I cannot wait to play again.

If you are interested in Iwo Jima: Hell on Earth, you can order a copy for $53.00 from the Neva Game Press website at the following link: https://nevagamepress.com/product/iwo-jima-hell-on-earth/

1. Okinawa: The Last Battle of WWII from Best with 1

I love a new and interesting way to tell the story of a key battle and I found a very interesting one called Okinawa: The Last Battle of WWII from Best with 1 earlier this year. This is a solitaire only game and for each game the player will draw four objectives from a possible 12 that you must survive and capture before time runs out. On your turn, the player will roll special dice and then spend those to take actions such as movement, attack and take special actions from different unit action cards that will be set up in a square from from 1 to 10. The numbers coincide with the dice of the attacking Japanese and as the player moves through the rondel they will be able to activate and use their different soldiers to attack the Japanese defenders or use their special abilities to gain tokens that can be used for rerolls or healing of wounds

I think that the best part of the game is the concept of resource management as you have to use the dice appropriately to move and fight and also to manage your troops as you can upgrade certain cards as you pass the midway point of the round as well as when special actions are granted via the special resource chits. Upgrading units is very important as this will unlock things like heavy weapons in the form of bazookas, a Sherman tank and planes to be able to take out the Japanese armor units defending the island. The game is about efficiency of movement and doing the most with what you have. The dice determine what you can and can’t do and movement is optional as you don’t have to move unless you feel it is advantageous. But remember, that you have to defeat the defenders and the various objectives to be able to advance to your final objective and sitting in one space too long is not advisable.

The different units have various functions including attack, such as the Rifleman, Machine Gun Team and Sniper but also have secondary functions to remove the fog of war, heal your damaged units or gain additional resources. The Japanese defenders are well hidden and also have various defenses such as pill boxes and caves that will require the player to defeat these before moving to attack the units located inside.

In the end the game is about defeating the Japanese defenders while doing so in a set amount of revolutions around the rondel setup. This can be as few as 2 times around or as many as 4 and knowing when to use your resources to reroll your dice, as you either didn’t get the run of consecutive numbers you were looking for or just need a specific number, you will run out of resources quickly and you must plan them out as best you can to win the game. This one is really fun and I have played it about a dozen times winning about 70% of the time. The game plays in about an hour and the action is fast and furious and you are immediately beset by the staunch Japanese defenders and must act quickly.

Here is a link to our unboxing video:

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Okinawa: The Last Battle of WWII, you can order a Print and Play copy from the Best with 1 website at the following link: https://bestwith1.com/product/okinawa-pnp/

There you have it. My list of the best solitaire wargames/games that I played in 2025! What a year. There were just so many great games but unfortunately only so much time. There were other games that I was unable to get played that I had acquired and I regret not getting to but there is only so much time.

What were your favorite solitaire wargames from 2025?

-Grant

❌