Normale Ansicht

From 1968 Chicago protests to queer life in Georgian London: Summit Award continues to celebrate designs that broaden historical gaming

08. September 2026 um 15:17

Games tackling subjects ranging from the 1968 Democratic National Convention protests to the 30-year holdout of Japanese WW2 soldier Hiroo Onoda have been named as finalists in this year’s Summit Award, which aims to recognise historical game designs which have attracted new players or introduced new subjects or perspectives to the hobby.

Battlefields of the Napoleonic Wars, Chicago ‘68, Molly House and Onoda will compete for the fifth edition of the award, which is run by the San Diego Historical Games Convention – an organisation which aims to create a diverse and supportive gaming community dedicated to playing, discussing, designing, and promoting historically-based board games.

Molly House’s nomination continues an extensive awards run for the Jo Kelly and Cole Wehrle design, which won the Complex Games category at this year’s American Tabletop Awards and was also shortlisted for the Diana Jones Award for Excellence in Gaming and best heavy strategy game at this year’s Origins Awards.

The game puts players in the roles of the gender-defying mollies of early 18th century London, attempting to build community and joy while facing persecution by the Society for the Reformation of Manners.

Chicago ‘68, designed by Yoni Goldstein and published by the Dietz Foundation, was the most-selected title during the Summit Award’s public nomination process this summer.

Chicago ’68, designed by Yoni Goldstein || Photo Credit: Yoni Goldstein

The game explores the protests and police response surrounding the 1968 Democratic National Convention, dividing players between Establishment and Demonstrator factions including the mayor’s office, Chicago Police Department, Yippies and National Mobilization Committee To End The War In Vietnam.

Battlefields of the Napoleonic Wars, designed by Paolo Mori and Alessandro Zucchini and published by Ingenioso Hidalgo, uses four different battlefield maps to recreate engagements from the Napoleonic Wars in sessions lasting between 60 and 120 minutes.

The fourth finalist is Francisco “Pako” Gradaille’s Onoda, a 25-minute solo game published by Salt & Pepper Games which explores the experiences of Japanese soldier Hiroo Onoda, who continued guerrilla warfare on the Philippine island of Lubang until 1974. Judges praised the unusual subject and the way the game asks players to engage with Onoda’s story and decisions.

SDHist also named two honourable mentions in this year’s awards: GMT Games’ The Bell of Treason: 1938 Munich Crisis in Czechoslovakia, designed by Petr Mojžíš, and Absurdist Productions’ Winter Rabbit, designed by William Thompson.

Onoda, designed by Francisco Gradaille || Photo Credit: Salt & Pepper Games

Winter Rabbit, which draws on traditional Cherokee animal stories and was created as a counterpoint to common colonial themes in games, was runner-up in the 2021 Zenobia Award and won the Light Strategy category at this year’s Origins Awards.

The Summit Award considers games across five criteria – ease of teaching, ease of play, uniqueness of topic, novelty of approach and effectiveness as a historical game.

Its previous winners were Fred Serval’s Red Flag Over Paris in 2022, Tory Brown’s Votes for Women in 2023, Alex Knight’s Land and Freedom in 2024 and Dave Neale and David Thompson’s War Story: Occupied France last year.

SDHist, which was launched mainly as a local wargaming group in 2015, is led by wargaming experts including Liberty or Death: The American Insurrection designer Harold Buchanan.

The organisation’s board and board of advisors selected three of this year’s finalists following the public nomination process, which put Chicago ‘68 on the shortlist.

The same groups will select the winner, which is set to be announced at the SDHist Summit convention in San Diego in November.

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Interview with Yoni Goldstein Designer of The Nights of King Ludd: The Luddite War on Industry, 1811-? from The Dietz Foundation Currently on Kickstarter – Part I

Von: Grant
07. September 2026 um 14:00

As you know, I do love me a good Card Driven Game….or a game that uses cards….multi-use cards. I love cards because it allows for the designer to keep a game going while using a vehicle that incorporates special rules that fit a historical situation but also to be able to use bits of the history itself to teach the players about the topic. A few months ago, I caught wind that The Dietz Foundation was working again with Yoni Goldstein on his second game called The Nights of King Ludd: The Luddite War on Industry, 1811-? that recently launched on Kickstarter (the game has already funded). The Nights of King Ludd is a 2-4 player game that deals with direct oath-sworn secret societies of English Luddites at the dawn of the Industrial Revolution in the English Midlands. Working together, players will build a secret network of saboteurs, ferry provisions and weapons on the black market, assemble raiding parties, and if all goes as planned, smash those “dark satanic mills” to cinders. I reached out to Yoni to get a bit more information about the design and he was more than willing to share.

If you are interested in The Nights of King Ludd, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/dietzfoundation/the-nights-of-king-ludd

Grant: Yoni welcome back to our blog. What have been your feelings about the reception of your great game Chicago ‘68?

Yoni: I’ve joked that I’ve taught this game now more than I’ve played it (of course this is only true if one just counts the last couple years!). Since 2024, I’ve taught it to a diverse and intergenerational cohort of non gamers, grognards, peace activists, veterans, and even a few spooks. Inevitably players relate the experience they are having on the board to what they see in their neighborhoods: protests and tear gas, troops deployed into cities, election interference, and so on. Those conversations are still ongoing and I’m heartened that Chicago ‘68 is facilitating a space for that.

Grant: What lessons did you learn from that experience that have helped you with your new game?

Yoni: I’m grateful that Joe Dewhurst, who developed both Chicago ‘68 and the upcoming The Nights of King of Ludd, guided me through the design, testing, and development processes. Ludd is my second game and it went through a number of iterations, but this time we had a proper methodology in place. Likewise, The Dietz Foundation was very transparent with the manufacturing and publishing side of things, which gave me a deeper understanding of the timeline and proofing / editing process that accompanies those final stages of production.

Grant: What is your new upcoming game The Nights of King Ludd about?

Yoni: The Nights of King Ludd is a collaborative game for 2-4 players about the Luddite revolts in the English Midlands. Set roughly around 1811, the game tells the story of local workers in the textile industry (“weavers”) forming secret societies and leading armed raids against mills and factories in their communities. Players command an oath-sworn organization of conspirators working with the Luddites to achieve the collective goal of machine wrecking while also attempting to meet their individual motivations (which may include assassinating the local manufacturer, spurring a republican revolution, or just avoiding an Australian exile).

In terms of game mechanics, you are building a dice pool while also maneuvering pieces and collecting multi-use cards to modify your roles. Collectively you are building a tableau and operating it together to mount a series of raids against the three Mills on the map.

Grant: What is the meaning of the title of the game? What should it convey to players about the game and the history it represents?

Yoni: The title of the game is borrowed from a chapter in Gavin Mueller’s book from 2021, Breaking Things at Work. Mueller is among a cohort of authors, including Kirkpatrick Sales (Rebels Against the Future), Brian Merchant (Blood in the Machine) and Cory Doctorow, who are working to reconsider the Luddites’ reputation in the age of AI and the gig economy. Rather than seeing them as misguided revolts against the inevitability of technological progress, these writers appraise the Luddites in their historical context as severely desperate labor movements against tech oligarchies. The Luddites’ aims were, ultimately, to raise the minimum wage, cease child labor, and to maintain a higher standard of craftsmanship and quality in the production of textile goods. At every point their appeals to authority were spurned. So they turned to mob justice. “You may call the people a mob,” remarked Lord Byron before Parliament, “but do not forget that a mob too often speaks the sentiments of the people.”

The subtitle of the game, “The Luddite War on Industry, 1811-?” is also a cheeky nod to Volko’s Labyrinth: The War on Terror, 2001 – ?. While these games don’t share a mechanical similarity, they both explore the ongoing and unpredictable nature of insurgencies. 

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

Yoni: My area of interest in game design, broadly speaking, is movement politics on an operational scale. As with Chicago ‘68, the Luddite war on industry feels an under-explored subject matter in historical gaming. While there are certainly titles about the Industrial Revolution from the perspective of barons and magnates (especially in the Euro game niche), little is mentioned about the social, political, and ecological costs of these endeavors for progress. 

Moreover, the story of the Luddites and their “secret societies” is about the tensions of modernity. New technologies combined with extensive wars abroad drove a rise in food costs and detonated an affordability crisis in the imperial homeland. Communication media (handbills, newspaper editorials, and pseudonymous letters) was an instrument of persuasion, vitriol, and threats. Suspected Luddites and their sympathizers were surveilled by the state, which increasingly saw its interests entwined with industrial capital. We’ve seen this all before! 

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

Yoni: The Nights of King Ludd has a unique framework for collaborative engine building. Initially, players draw from “The Commons” (a shifting card pool) where each card has the same “trade cost.” On your turn, you may activate a Conspirator (spending an action point) to draw a card into one of the columns in your tableau. Each column upgrades your actions with a permanent ability. If you specialize your actions, you can harmonize a collective strategy between players and hone in on the steps you need to take to sabotage the mills. 

In the Commons we are evoking the notion of a shared economy. But this may shift dramatically when decreasing wages and increasing productivity converge. Then, the Commons transforms into the “Common Market.” Now, players are building their tableaux with an increasing cost, similar to the Pax Series (for example, Pax Pamir or Pax Renaissance). Each player is now facing a decision: overwork their cabal of conspirators or draw on the labor power of the workers in the textile industry (which drains their militant power on the map).

Grant: What does the collaborative portion of the subtitle mean for the game? How do the players cooperate?

Yoni: I choose “collaborative” not “cooperative” as a descriptor to emphasize the multi-victor nature of the game. In The Nights of King Ludd, each player chooses not only their persona and their role in the Luddite struggle (with asymmetric abilities and effects), they also put forward a “Motivation.” Motivations are personal victory conditions that unlock if the collective win condition (destroying all three mills on the map) is met. This gives shape to the degree of player friction in the game. For example, Lord Byron’s motivation is to turn down the heat from the ruling Regency. His motivation is in conflict with George Mellor’s, the famed assassin, whose attempts at the Manufacturer’s life will ratchet up the crown’s crackdown. But pair John Baines, a republican agitator, with the Molyneux sisters, two young women destined to labor in the mills, and the gameplay will tilt more toward cooperation. In this case, Baines is working to regulate the industriousness of the mill (keeping productivity low and wages high) while the Sisters are interested in keeping workers employed. So the degree of cooperation is up to the players, and as often happens, someone may have to make a noble sacrifice for the collective good.

Grant: What did you need to model regarding the English Luddites at the dawn of the Industrial Revolution?

Yoni: As EP Thompson (The Making of the English Working Class) notes, the history of the Luddites is, at best, “opaque.” We are grappling with a story about secret societies in an era where workers associations were illegal and damaging weaving frames was a capital offence. As such, we have dubious claims from government spies, confessions before “hanging judges,” and pseudonymous letters and handbills. Consequently, the model had to be expansive enough to capture the granular nature of these conspiratorial operations, but also open enough to allow for the plausibility of a broad range of player actions.

For example, one of the core actions is to “rally local weavers,” which is a form of recruitment. In game terms, this means moving one of the Employed Weaver cubes into an Enclosure where they can contribute to your force strength. This action may represent members of your secret society swearing in sympathetic workers in local pubs, or calling a clandestine meeting in the nearby woods. We don’t know precisely how the Luddites organized themselves, so the language has to be inclusive of these possibilities. Players then “assemble a raiding party”, which is to move the cubes from the enclosure into a nearby Mill. Each cube in the Mill space adds a die to the Sabotage roll (which is the primary means of wrecking machines). So here is a group of raiders hiding in the hedge and awaiting the signal from King Ludd. They are spurred on by the Mobs who have surrounded the site, represented by these Mob tiles. Matching a die roll to the symbol on the Mob Tile is how you roll a “hit.” The intention is to shape a series of amorphous and difficult to historicize chain of events into a familiar wargaming mechanism: rolling a handful of dice representing an “attack” and applying modifiers to the results.

Grant: What is your design goal with the game?

Yoni: My overall aim was to develop a system that could express a relationship between an abstract economic system, worker uprisings, and the coming together of industry and aristocracy to form a ruling class. But on a purely design level, I wanted to work within the framework of a Pax Series style market that you encounter in games like Pax Pamir and Pax Renaissance. That is, a shifting market of cards that players can purchase and place into their tableau. It’s an evocative description of history as a bazaar of possibilities and counterfactuals. The Nights of King Ludd tweaks this vision of history as somewhere between a commons (a gift economy) and a market (which costs worker power as in-game resources).

But really, I want this to be a “raiding party game.” Beneath the heady layers of history and theory is a brisk experience featuring dice odds, clever combos, and cooperation with your friends (while slyly pushing your own agenda!).

Grant: What other games did you use as inspiration?

Yoni: John Company from Wehrlegig Games is certainly one of the biggest inspirations, taking place in a similar era of British imperial economic imperialism (Ludd is at the tail end of JoCo’s later scenarios) and drawing on the satirical printworks of the time. Like John Company, players are asked to intervene in an existing ecosystem. In both games, player actions accelerate a system that will simultaneously reward and punish everyone at the table. How this is doled out is uneven, so players have to weave and dodge to make best of a collapsing infrastructure. 

Grant: What sources did you consult about the history?

Yoni: An invaluable resource for all things Luddite is the Luddite Bicentenary curated by Richard Holland. This is a comprehensive digital archive of historical ephemera devoted to Luddism, including handbills, court transcripts, and other images and texts. I also quote extensively from Rebels Against the Future by Kilpatrick Sale and The Risings of the Luddites: Chartists and Plug-Drawers by Frank Peel, E.P. Thompson, as well as The Making of the English Working Class also by E.P. Thompson.

Other reference texts include: 

Writings of the Luddites edited by Kevin Binfield

Ben o’ Bill’s, The Luddite: A Yorkshire Tale by Daniel Frederick Edward Sykes, George Henry Walker

Breaking Things at Work: The Luddites Are Right About Why You Hate Your Job by Gavin Mueller

The Luddite Rebellion by Brian Bailey

Blood in the Machine by Brian Merchant

Women in Protests 1800-1850 by Malcolm Thomis

Convict Lives at the Launceston Female Factory (A swing rioter: Elizabeth Studham by Keryn Rivett), edited by Lucy Frost & Meredith Hodgson,

Grant: What is the dice pool building mechanic and how does it work in the design?

Yoni: At the core of the game is a fairly straightforward dice mechanic for resolving raids against the three mills on the map. Throughout the course of the round, players add “saboteur dice” to the dice pool, representing the Luddite’s militant capacity. These are D6’s with the following icons: gun, hammer, and torch (matching the “mobs tiles” – armed rabble surrounding the mill). The remaining three sides are blank and always result in a miss.

When a sabotage operation is initiated, the number of dice rolled is determined by the number of raiders you’ve positioned at the mill and what constitutes a possible hit is determined by the matching icons on the nearby mob tiles (again; gun, hammer, or torch). All misses are returned to supply but if at least one hit is rolled, you may push on and carry out multiple raids, striking at other mills as well.  

As your readers can deduce, the purpose of the tableau building and the card engine is to modify the odds of the roll in your favor, i.e. the more raiders you assemble the more dice you will roll, and the more mobs you’ve fomented the more likely you are to roll a hit.

Grant: What is the general Sequence of Play?

Yoni: As neighboring societies of Luddites, you have three rounds before the Crown musters its army and crushes the revolts. Each round is structured the same: 

  1. Dawn: Industry Operates – at the beginning of the second and third round your adversaries in London will take actions against you, sending the militia on patrols and accelerating industrial production.
  1. Day: The Manufacturer Speculates – during this phase, the local manufacturer will take an action, depleting the Commons of its resources.
  1. Night: The Luddites Conspire – this is the main phase of the game, where each player takes turns resolving a Conspiracy action by spending a Ready Conspirator cube on their boards. Each player takes a primary Conspiracy Action and resolves any secondary effects on Cards tucked into the Column of that Conspiracy on their Player Boards. In this phase, players can attempt a sabotage roll to destroy the Mills.
  2. Round’s End – when there are no Ready Conspirators (or all players pass) players reset the components for the next round. 

Thank you for your time in answering our questions Yoni! I am very much interested in this game and its efforts to tell this very interesting story of resistance. While this is not a traditional wargame, in my opinion it certainly merits a serious look from wargamers who are interested in CDG’s and games that use cards and that are interested in seeing these type of non-traditional historical subjects represented. I have backed the project and look forward to getting my copy next year!

If you are interested in The Nights of King Ludd, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/dietzfoundation/the-nights-of-king-ludd

In Part II of the interview, we will dive more into the makeup and uses of the card, concepts of Breaking the Oath, profit and market manipulation.

-Grant

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

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