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Board Gaming Super Weekend 2023!

For the 7th year running all my buddies and I got together for 4 days of nothing but cold beers, BBQ and most importantly endless hours of board gaming in a remote cabin absent of the hustle and bustle of life. This annual event is always special, but this year it dawned on me that this group has been tight for so long at this point we are like some sort of nerdified fraternity. I can barely think of any other people on earth I could tolerate let alone desire to spend 4 days locked in a cabin with except this motley crew. It was, in a word, a perfect weekend.

Did we play any games? Yes….yes we did. Here is this year’s list and how it went down in the order it went down!

Vampire: Prince Of The City (2006)

If you read this blog with any regularity you might already know that my gaming crew and I love our Vampire: The Masquerade. We have done it all, the RPG, the board games, card games, you name it, we have it. Imagine our surprise during a routine stop at a local game shop on the way to our big board gaming weekend we discover someone made a Vampire game none of us knew even existed!?

This little gem came out in 2006 during the Vampire: Requiem era when White Wolf tried to re-launch their vampire franchise. It was picked up without hesitation and was instantly selected as the kick-off game for our big gaming weekend to the surprise of no one.

There was a lot of discussion about this game on the car ride home, but it was almost universally agreed that, despite being the first game to hit the table, it was the best game of the weekend.

Now I say “game of the weekend” with some hesitation because this is definitely a product of its time and in a class of its own, which is to say that back in 2006 modern board game design in many ways was still in its infancy and were often pet project directed at extremely niche communities. I think if this game was designed today, it would likely have been streamlined, much shorter and perhaps a bit less harsh focusing on a wider potential audience. It didn’t take more than a single play of this game to clearly see some flaws that called for a couple of house rules to make some needed balance adaptations to bring this game into a more modern state.

Despite a couple of warts however, Vampire: Prince of the City captures the essence of the political struggle boiled into the core premise of the RPG on which this game is based with thematic precision. Perhaps the only thing that really mattered to us as Vampire fans and likely the only real design goal the game had. In a word, this is not a game made for the masses, it’s a game made for Vampire The Masquerade fans exclusively.

The game is about a slow but methodically planned hostile takeover of a city run by vampires in which players implement strategies, “acquire” allies, equip themselves with weapons and deal with the nightly troubles of vampire life as they spread their influence and take control.

Mechanically this is a pretty simple game of managing resources and edging very small but critical advantages over each other. Each player represents a would-be prince, a member of one of the five kindred clans, all with nearly impossible-to-overcome strengths and equally impossible to compensate for weaknesses. If you know White Wolfs World of Darkness at all, you know exactly how important this blatant imbalance is to the theme of a Vampire-based game.

Vampire: Prince of the City really nails this thematic horror show of trying to leverage your strengths and avoid exposing your weakness, but more than that, I think even under the examination of a critical game designer, there are some really great mechanics here that are nice and tight and just feel great.

Every action, every play of a card or interaction between players grows an ever-increasing sense of tension and hostility that climaxes with outright attacks that may very well, as it did in our game, leave a player or two feeling the cold and harsh reality of final death (player elimination). This is definitely not a game for the faint of heart, you will win only by completely fucking over your competition in what really amounts to a ruthless embargo on emotions, doing brutally whatever it takes to win.

In short, this is a game for adults and definitely not a replacement for Monopoly, this is the World of Darkness, you’re a monster and you win by acting like one.

I loved it, as did the rest of the crew, but we are sadistic bastards who get our rocks off on take-that mechanics and this game is chock-full of them. If that is not your thing, avoid this game like the plague, but if you’re a Vampire fan, this is going to be right up your alley and may very well be the Vampire game fans are looking for.

One notable drawback of the game and note that I say this after only a single play is that it was quite long. We played the “medium” length game and it stretched into the 6-hour mark. I’m sure some of it was due to the game being new, but we are experienced gamers and this was not a complex game so I think it was long because it’s a long game. This definitely falls more into the “event” level of games, casual gamers need not apply. For us, it sucked up pretty much the entirety of the first day of our 4-day event.

Empires: Age of Discovery

Bright, big and elaborate, Empires: Age of Discovery is a visual treat.

Empires: Age of Discovery has found its way to the big board gaming weekend table a few times over the years, mostly my doing, but I have never heard any complaints. It’s a personal favorite, not only for the theme which while controversial I find fascinating (Colonization) and the fact that I’m a big worker placement fan and this is without a doubt in my humble opinion the Mona Lisa of that mechanic.

To me, this game represents a rather over-indulgence in production value, but I would argue that it’s one of the finest examples of worker placement you will find with a rich theme that is simply enhanced by its visual presence on the table. It’s just a very streamlined and elegant game, that is easy to teach and learn and offers ample strategies all with great depth while being thematic and rich with flavor.

In Empires you effectively colonize the new world by sending a variety of specialized colonists each with special powers to spread all over the frontier. In the process you manage wealth, construction of special advancements and buildings, construction of a military and various other related activities all in a very abstracted way using worker placement mechanics. When you get right down to it, its a game of getting the most out of the limited resources you have, its about timing and position and it’s about anticipating the actions of the other players.

I find it just feels great to have an unnecessarily big map and elaborate components when you have gone out of your way to get together for a big gaming event like this, the fact that this is also a great game is just a cherry on top. It’s a perfect game for such an occasion and even though hauling that fat ass box was a pain in the ass, as it always does, this game fired on all cylinders.

To me, this is a classic in the board gaming world that takes the simplicity of one of the all-time great, game mechanics, worker placement and improves upon it while never making it any more complex. It’s really just great game design and though some might argue that a game about colonization is edgy, to those I say, shut the fuck up, it’s just a game.

Robo Rally

This game falls into what I like to call, “the silly category” of gaming, which I think should probably be its own genre. Like Galaxy Truck, Munchkin, Kitchen Rush or Sheriff of Nottingham, it’s not a game that either takes itself seriously or expects you to have a strategy while playing it. All you should expect from Robo Rally is that it’s stupid-silly fun and if that is what you get out of it, the game has met its design goal.

In Robo Rally you and your opponents each move a little robot through an obstacle course full of traps, walls and elevator belts, but the catch to the game is that you have to pre-program your robot with a limited set of options 5 turns in advance.

All manner of chaos ensues because the other players as well as the obstacle course are going do the unexpected and what seems like a simple exercise in planning quickly turns into a hysterical shit show.

Now I will argue that the game has a very unnecessary and not particularly well thought out “upgrade phase” where players pick and buy their upgrades which slows what would otherwise be a snappy game. My group by our second play eliminated this from the game by creating a quick drafting mechanic instead for the upgrades which just fixed the problem in one fell swoop.

Still, even with this upgrade phase, the game is a lot of fun, I would definitely consider it for the family as the rules are really simple and the game has a very kid-friendly “cute” aesthetic.

Smart Phone

Every time I play Smart Phone, I find my comments about the game are always the same. This is one of the finest examples of great game design I have ever seen, it is, a perfect game.

I adore this one and it has never let me down. It’s made the big gaming weekend several years in a row, I’m fairly certain since it found its way into our collective collections and I suspect it’s going to continue to make the cut for many years to come.

This is an economic simulation about players running mobile phone companies trying to produce and sell, phones all over the world. That, I will admit, does not sound like a particularly exciting theme and the hipster on the cover of the game box really does little to inspire interest but let me tell you that this is, without a doubt, one of the best Euro games you will ever play and I say that without reservation.

Its mechanics are perfectly tuned, it’s puzzly and thinky, honestly, it will melt your brain at times, yet it’s not at all complex or heavy, in fact, I would say this falls into the light category of games. It’s really just a merger of great mechanics, exceptional attention to detail and efficiency while being extremely competitive with fantastic replayability.

People that don’t play board games often ask me what I recommend for a beginner and while I would be hesitant to say Smart Phone because I do think there are better games for introductions, I actually do think that a non-gamer that plays this one risks becoming a full-blown gaming nerd. This is just one of those games that will suck you into this hobby because it’s such a great representation of why gamers game.

I would universally recommend this game to pretty much everyone.

Condottiere

This is a stone-cold classic trick-taking game that belongs in every gamers collection.. period. I’m not sure what else to say about it.

The simplicity of the trick-taking mechanic is enhanced by cards having special powers while the area control mechanics give each round a strategic edge. In a sense, it’s not necessary for you to try to win every round, often you are just trying to draw people into a competition so that they waste cards as you prepare for the more important fights later on. There is a lot of push-your-luck, a bit of card counting and predicting your opponent’s intentions and though the strategies can have a sort of subtle complexity the rules of the game are easy for even the most casual non-gamer. Its a game for everyone.

I have introduced countless people to this game over the years, I have given away 3 copies (I’m currently trying to track down a 4th copy for myself).

Great for road trips, camping trips, for families, as a pallet cleanser for serious board game nights.

Great stuff, you don’t own it, you should, I don’t care who you are.

Highlander The Board Game

A movie-turned tv series turned cult classic, The Highlander franchise is beloved by fans and a completely bewildering mystery to everyone else. No surprise really that someone would take this franchise and try to turn it into a game, targeting the countless gaming nerds out there and even less surprising is that they would fill the box with miniatures and high-quality components to make it as expensive as possible.

The question is, is it a good game and the answer, it pains me to say, god no. This game was made by someone who clearly understood the material and what would excite fans of the franchise, well researched making extensive use of screens shot from the movies mixed in with some original art but at the end of the day as a game there is very little to love even if you have affection as my gaming group does for the franchise itself.

I think the best description I can offer here is that the game is about as random as it can be, boiling down to a dice roll-off with some very rudimentary odds control.

The cards you could acquire were mostly inconsequential with a few exceptions that would result in huge balance issues, it was unnecessarily slow and long in places, and it had player elimination and at the end of the day winning or losing boiled down to winning a dice roll-off and drawing the right card at the right time (beheading).

There was a sequence for “The Gathering”, but you would have to play the game for many hours before you are ever likely to reach it, in fact, I would say that the odds of “The Gathering” ever actually happening are extremely low.

My gaming group of course had fun with it as the movies and tv shows are infinitely quotable and we are all hardcore nerds, but as a game Highlander was less than stellar, hard to recommend even to fans of the franchise.

Broom Service

Broom Service has been in my collection for several years and though I have played it casually with my daughter and occasionally with the extended family, my bringing it to the big weekend with my gaming buddies was a bit of a risk. I wasn’t really sure how strong it was in terms of what more experienced gamers would get out of it.

It’s a very simple game, part card game, part board game with a push-your-luck element and some rather simple strategic positioning. This wasn’t going to be a highly competitive strategy game and though the theme is silly (witches delivering positions in a magical kingdom), it’s not in the “silly genre”. Its a family game pure and simple and that isn’t always a good fit for my gaming group.

With that said, Broom Service is actually quite clever and very unique, I don’t think I have ever played anything quite like it and though it’s simple, it’s also quite short and snappy so it doesn’t overstay its welcome.

I didn’t get a particularly good bead on what my gaming group thought about it, the comments were quite generic “it was fun”.. etc.. but for me personally, I like family games and I think this one falls into the same category of games like Takenoko, Ticket To Ride or King of Tokyo. It’s simple enough to pull out with kids, family and non-gamers but clever enough to make it palatable to more experienced gamers.

I don’t know if I recommend it for seasoned gamers for a veteran table, but so far as family games go I think this is one of the good ones.

Lords of Xidit

Lords of Xidit made its first appearance at our big board gaming weekend a few years back and though everyone was in agreement that its a great game that was the last time we actually played it. Now in its defense, we are gamers and we all have way more games then our shelves can store, games have a way of falling through the cracks and eventually emerging with everyone making the statement “oh yeah, this is a great game, I remember!”

That was more or less my reaction to this one, I recall liking it a great deal the first time I played it and I felt the same about it this time, I believe the rest of the crew agreed.

In Lords of Xidit you move your character around a board taking one of two types of actions at different city locations. Either you are recruiting one of 5 types of units or you are fighting monsters with the units you collected previously. The objective is to build magic towers, build up your treasury (gold) and gain renown tokens. The player that does all three the best wins the game. Simple right!?

Well, the catch here is that you must pre-program your actions 5 actions in advance and each action is executed in turn order around the table. The results can be very unpredictable as players might get to a place before you, killing a monster you planned to fight or stealing units you meant to get or building a tower where you planned to build and so on.

The game is really about trying to predict what the other players will do and timing your pre-programmed actions in a fashion where you maximize your turn without losing anything.

The scoring in this game is particularly clever because rather than simply scoring points (the highest score wins), the game-end scoring is a process of elimination in the 3 different scoring methods. For example in the first scoring phase, you might score who has the most gold, but it only matters that you are not last as the last player will be eliminated from the game and doesn’t participate in the next phase of scoring. You do this for all the methods of scoring and the last player remaining is the winner. Hence the game is really about doing well enough not to be last in each category. This scoring method creates a very different approach to the usual victory point salad winning condition.

This is a really well-designed game and severely over produced as the components are wonderfully overcooked and colorful. The game just looks great on the table. It’s about a light to medium level of complexity, there is some rules and fiddliness but its fairly limited.

As a whole I really liked this game, it’s just the right length, the turns are very fast and there is a pretty smooth streamlined feel to it with a great feeling of competitiveness. Really fun, I don’t know how the rest of the guys rate this one but its definitely on the recommended list, in particular, if you like pre-programing action games.

Spirit Island

I know I said that Vampire: Prince of the City got the vote for best game of the weekend, but it would be dishonest if I said it was a blowout. Spirit Island was absolutely fantastic and a big highlight of the weekend, a very close second.

This is a deeply complex cooperative game that has enormous amounts of dynamics and intricate details that round after round challenge you to solve the puzzle of optimizing your actions. You have to anticipate the next turn as you work on solving the problems of the current turn….. and man, this game is sooo hard.

I will admit I think for the first half of the game I was completely lost, there is no question that this game has a fairly steep learning curve, not just to grasp the game, but to really get a handle on the strategies and mechanical manipulation involved.

In Spirit Island, you are gods of sorts, hell-bent on protecting an island from invading mortals who seek to build cities and pollute your paradise. Each player gets a unique “Spirit” with a variety of special powers, benefits, and drawbacks. You must work together to bring fear and retribution on the invaders, but they spread like a plague each round and the game is almost a-sort of impossible to solve puzzle of trying to curve the domino effect of their growth into a domino effect of destruction.

Each invading civilization, just like the spirits you represent has its unique powers, benefits, and drawbacks and a big part of the game is trying to figure out how to sort of outdo them in the back and forth of play and counter-play.

It’s you and your friends vs. the game itself and while in my personal experience, there have been very few purely cooperative games I enjoy like Lord of the Rings The LCG, by contrast, most fall flat with me (pretty much everything else). With a couple of exceptions, I just generally don’t like cooperative games.

I was however immediately sold on Spirit Island as it is this really great, robust, and fulfilling gaming experience that challenges the hell out of you, and because the game has so much dynamic setup between the different spirits, the design of the island and different civilizations it’s hard to fathom how many different possible combinations there are. The replayability here is quite endless.

This is solid game design, it’s no surprise this game has been sitting in the top 10 on boardgamegeek since its release. It really is that good, well deserving of all the accolades it has received including prestigious awards like Best Coop Game of the year and BBG’s best board game of the year.

Awesome game, that deserves to be played but be weary, this is a gamer’s game, don’t let the pretty art style fool you.

Game of Thrones: The Board Game

This is a game that is played in the minds of the players, the board and pieces are mostly distractions.

Ok it has to be said that while I absolutely adore this game, the last couple of times I have played it have been a disappointment.

A couple of years back we played the game for the first time with the Targaryan expansion and that turned out to be an unbalanced mess, resulting in a very anti-climatic ending, that made the winner (that was me) feel like I lost the game.

This year we played a 5 player vanilla game in hopes of recapturing some of this game’s past glory, which meant we had to fill the sixth seat with garrison units and the result was a quick and sweeping victory by the Baratheon player, which, much as It was the last time we played, very anti-climatic.

So here is the thing, some games just don’t play well and/or as is the case with Game of Thrones, are simply not balanced for anything short of a full table. In this case six players.

This is the lesson here. Game of Thrones The Board Game is an amazing 6 player game and pretty mediocre at any other player count.

That said, I still think this is a really fantastic game as long as you meet the six-player requirement for it. The game really feels like a strategic struggle where players are trying to make trick moves, build temporary alliances and do just enough to one-up each other into a victory. It’s a game of subtle movement and positioning, of setting up your prey for that perfect, unstoppable execution at the perfect and most dramatic moment, risking it all. You win or you die, this game really brings that spirit to the table.

When Game of Thrones fires on all pistons, when you have a full table of six experienced players that really know what they are doing, know what to look for, and know how to counter moves, it’s just pure magic.

When it doesn’t fire on all pistons, when you are short on players or you have a player or two that is really inexperienced, the game can and often does feel like either a king-making situation or just a series of blunders that allowed a player to win far easier than it should because someone wasn’t paying attention.

Suffice to say it makes Game of Thrones a rather irritating game, because you want that awesome gaming experience but you simply can’t get it every time you play. You are going to have to suffer through the bad games, to find the good ones, which actually makes this one tough to recommend.

I would say that if you have six players who are ready to dedicate themselves to learning this game well and play often, I really believe this could be one of the best games ever made. For the rest of us who play inconsistently and have to settle for lower player counts, I’m fairly certain, my recommendation would be to not play it. It’s just too heartbreaking to play this wonderful game, in particular, if you know what is possible and then being disappointed because the game didn’t deliver on the promise.

I struggle to find the words that sufficiently describe what Game of Thrones the board game means to me and my gaming group, it is in a sense, a part of our cultural gaming upbringing, we all see it in a light that I think the game struggles to live up to these days, but its not because the game is bad, its because it’s demanding. It demands a group of six players and it demands dedication and study of the game to get the most out of it. If you can’t meet these demands, it sort of doesn’t really live up to what it’s capable of. I don’t know if that makes sense, but, that is really the jist of where I’m at with this game.

I want to play it, but it’s only good under perfect conditions, outside of that, frankly, it’s pretty bad. You have no idea how much it pains me to say that.

Vampire Vendetta

If it wasn’t for Vampire: Prince Of The City, without reservation, I would tell you that for Vampire The Masquerade fans, this is THE game to play. It has some competition now, but for some fast-paced gothic horror, Vendetta is king.

This is a very straight-to-the-point kind of game. You are a vampire from one of six clans. Your powers are represented by action cards which you use to take control of one of 4 city locations. You spend blood to power yourself up and play games of chicken against your opponents. For winning you score influence (victory points) and gain allies for your cause. For losing you get nothing.

It’s a brutal struggle of trying to exaggerate your strengths and avoid exposing your weaknesses. Every Vampire is unique and not only defines how you play, but how you feint, how you manipulate and how you threaten.

I can’t say enough about Vendetta, for me it was love at first play and this one is very quickly becoming a household favorite thanks mostly to the fact that you get this really robust, fully fleshed-out gaming experience in about an hour. Even if you are not a Vampire fan, mechanically, from a perspective of design, this is an extremely efficient and streamlined game, it’s just good design period.

I love this one, it’s without question one of the most underrated games I have come across in years. On BBG it’s sitting in the 2,750 spots with only 857 ratings.. it’s outrageous! Are you seriously trying to tell me that Go Nuts For Donuts is better a better game than Vampire Vendetta.!!?.. Get Fucked!

To me, this is at least a nominee for Game of the Year in 2020 if not a winner. It’s a must-own!

Hansa Teutonica

Who would have thought that a Euro game made in 2009 could feel fun, refreshing, unique and engaging in 2023!? Honestly most Euro games I play from this era feel like an old used shoe, familiar but still kinda nasty.

Hansa Tuetonica debuted in our big board gaming weekend last year and I personally demanded it be played this year, I thought it was that good.

Mechanically the game is quite simple, as is the case with most Euro’s, its about putting cubes in the right places, at the right time and scoring victory points. Ok, so perhaps its a bit more than that, but this is a game about the strategy of positioning, but its simple, tight as hell, streamlined to perfection and despite the usual “its a game about trading” of Euro-game themes, this one actually kind of nails it.

I don’t know if Hansa Teutonica counts as a classic, but of all the games I have played from this era, and there have been many, this is one of a very tiny handful that I think is worth the cardboard it’s printed on. Its definitely old school, but its quite clever and very competitive.

Great game, if you love Euro games and especially if you love old school Euro games and you haven’t played this one yet, I feel quite confident when I say you have missed one of the best ones. It holds up and is a strong candidate for being one of my personal favorite Euro Games.

Good Stuff!

Conclusion

This was an awesome 4 day weekend and to the surprise of no one, these big board gaming weekends are always the highlight of the year so far as gaming goes.

There were quite a few games that were on my “wish list” that we simply didn’t get to. Eclipse: The Second Dawn For he Galaxy was clearly absent from the list here, I did bring it but we just didn’t have the table space for it this year as we gathered at a different remote cabin than we do most years. It was a bit smaller so it got skipped, which was a real bummer.

I was also hoping to get Great Western Trail to the table at this year’s event but unlike most years when we would have different player counts for different days as not everyone typically goes for the entire 4 day weekend, this year we had 5 players for all 4 days. So it didn’t make it, it was a real shame, been itching to get this one played.

We also didn’t play any small games that we normally do and I felt their absence. No Coup or Love Letter this year, no BANG the dice game, no Resistance or One Night Ultimate Werewolf. It’s great that we played so many big robust games, but I love me some mini-games.

I also didn’t get an opportunity to play any 2 player games. Last year on the first night of the weekend it was me and my buddy alone for most of the first day and we managed to squeeze in Imperial Struggle and Star Trek Fleet Captains. Imperial Struggle is my absolute favorite two-player game and it’s been far too long since it’s hit the table.

That’s it for this year folks, another Big Board Gaming Weekend behind us, see you next year!

On The Table: January – February 2023

It’s been a while since I have done an On The Table article, but it’s not because I’m not playing games, it’s BECAUSE I’m busy playing games.

I cover two months this time, and there is plenty to discuss.

Great Western Trail

While dubbed a heavy Euro game, while there is a lot going on and the strategy goes deep, it’s surprisingly easy to get into.

My experience with Great Western Trail has been a rather turbulent one. When I first reviewed the game back in 2017 I’m not sure I painted an entirely flattering picture of the game scoring it at 3.1 in my review, giving it weak scores in the area of Theme and average scores in Gameplay. Looking back at that review, I can say here and now that I think this game deserved a little bit better.

For starters, I think it captures the theme of being a rancher driving cattle quite well though the theme here is really not a critical component of enjoyment of the game. I also criticized the game for lacking interaction and while the game doesn’t have “take that” mechanics, the obstructions of buildings, the race along the rail lines, and the forced actions to player actions is a constant in the game. In the end it is a lot more interactive once you play the game at a higher skill level where those sorts of elements (obstruction in particular) become quite critical to winning the game.

I initially got back into this game because of my daughter, but ultimately I spent a great deal of time playing Great Western Trail on BoardGameArena.com, a site where you can play both the 1st and 2nd editions of the game including the expansions.

Now personally I own the 1st edition and have played enough of 2nd edition to say plainly I think they got it right the first time. The 1st edition of the game is a bit harsher and it was clear that in 2nd edition they softened things up a bit. There are only slight changes but most of the changes make the game in a sense, a bit easier on the players.

The cities where you place your round tokens which represent locations you have delivered to are less penalizing, while the bandit track (formally known as the Indian track in 1st edition) doesn’t have any penalties either when claiming the tokens. The new and adjusted buildings in 2nd edition are also a lot more generous.

Regardless, 1st or 2nd edition, Great Western Trail is a really amazing strategic game that takes planning, resource management and clever maneuvering to come out on top. It’s a challenging game that really delivers a great victory point salad without overburdening you with tons of options with one always being an obvious and really only good one. Every choice you make in Great Western Trail means you have to give something else up, so it’s always a decision between many great choices and your decision ultimately rests on your long-term strategy, while very often being driven by your desire to outpace or obstruct your opponent’s efforts.

I play Great Western Trail games several times a week and have become quite competitive at it and despite repeated plays I’m still discovering new strategies and finding clever ways to improve old ones.

Fantastic game, and comes highly recommended by me.

Caesar: Rome vs. Gaul

Caesar: Rome vs. Gaul has proven to not only be a great strategy game in the CDG influence control genre but has deepened my love for historical war games in general.

I had two separate opportunities to play Caesar: Rome vs. Gaul and my opinion of the game has only improved with additional plays since I originally reviewed the game back last February. The game even made my Top 20 list for 2022, sitting very comfortably in the number 5 spot.

What does that mean? Well simply put, I love this game and for so many reasons.

For starters, it’s infinitely replayable which I honestly didn’t think would be the case given the very static starting setup and the very firm goals of Caesar in particular who has a very clear set of tasks to accomplish each game. This is a card game however and from this are born all of the dynamics and nuances of play that really re-write the circumstances with each game and though the first round might be a bit “standard” as players are likely to have their favorite opening moves, like chess, that does not result in a repetitive game at all.

Caesar is really a game of chicken and pushes your luck in a lot of the strategy that ultimately plays out. Caesar and his powerful army can easily crush any Gaul opposition well into the late game and while mobile, the map is just big enough that obvious gaps in defenses are exposed when he leaves the safety of Provincia.

As such a big part of the strategy for the Roman player is to know exactly when and for how long Caesar’s army can leave his supply lines exposed.

For the Gaul player its an entirely different game. There is less precision and a lot more gambling, as well as the constant need to put influence pressure on the Rome player to keep him concerned about what is happening on the board. Left unchecked, the Gauls explode in the late game and can even become strong enough to oppose Caesar himself in the final rounds.

The game has great tension, and relatively simple rules, it looks amazing on the table despite the use of chits (notably this is a game that deserves some pimping) and above all else it has that “let’s setup again” feeling to it.

Absolutely adore this game though it is not my favorite CDG Influence Control game, that honor falls to Imperial Struggle, but this game doesn’t play second fiddle, it really is its own thing and happily shares a shelf with Imperial Struggle in my humble opinion.

A must-have for CDG Influence Control fans and especially those that have a love for Roman History!

Game of Thrones: Hand of the King

A quick and thinky filler with a fun theme.

This silly little abstract game has virtually nothing to do with Game of Thrones beyond familiar art and names and has been a hit with my family, in particular, my daughter over the course of the last year. It hits our table regularly and is always a must-bring on any outing that might offer an opportunity to steal a few minutes to play a game.

It’s a simple game of collecting cards of the major Game of Thrones houses represented by characters from the Song of Ice and Fire story. Nothing too fancy, it only takes 10-15 minutes to play but it is a bit think, definitely a little puzzle to solve here but there are some take that cards in the game which create some rivalries at the table and it even has some occasional teamwork triggered when one player is getting ahead. Very tight game, rarely does anyone win until the final moments which gives the game a sense of urgency.

All and all for such a simple and fast game it is a lot of fun. Usually, we end up playing 2-3 rounds every time it comes out. If you’re looking for a great group filler that works one on one, this is a great one.

My City

The only legacy game I ever finished and would happily have a second go at.

I’m not big on legacy games, in fact, to date with this one exception they have all been disappointments and not because I didn’t like the game, but because I never get the chance to play out the entire legacy. Legacy games seem to wear out their welcome before they are done and are regulated to the classic “One of these days we need to finish X game” conversations; eternal. I’m looking at you Vampire: The Masquerade – Heritage!

My City is different because not only is a great game, but it’s pretty fast, the legacy adaptation is pretty simple to understand so you don’t have to re-learn the game after each play and you can usually sit down and play 3-4 games in under an hour so you kind of zip through it. In fact, you kind of wish it was a bit shorter, although when the legacy game is done you are left with the core game which in on itself is actually quite fun. Since my daughter and I play it just the two of us and it’s a four-player legacy game, we actually run through it twice with the same set though the game is so cheap that it’s no problem to buy a second copy if you want to do a second run through.

Really enjoyed this one, so far as legacy games go this is the only one that I have actually finished and without feeling like I have to “suffer” to get to the end.

Age of Civilization

A Civilization building filler? Yes please!

Age of Civilization is what I like to call a micro version of Through The Ages even though the two have little more in common than a theme.

This is a simple and fast-moving card game where players are moving through time and taking one of three actions per round available for any given period. There is war, there are civilizations with special powers, and it’s a point grab to a rapidly approaching ending. A Civilization building game in under 15 minutes! I don’t know if anyone asked for that, but they made it and frankly, it’s just short enough not to wear out it’s welcome and it does tickle that Sid Meier Civilization G-spot.

It actually reminded me a little bit of Nations: The Dice Game which I actually think is one of the best Civilization building game fillers on the market today, but this one is actually even faster!

This little gem is a blast from the past, I actually used to play this one daily online for months and its big brother Nations is an awesome game in its own right.

I like it enough to play it for free on BoardGameArena.com and if it was available I would buy it but this Kick-Starter went fast and seems to have disappeared from the marketplace.

A Feast for Odin

The jury is still out on this one, my initial experience I would describe as “confusing”.

I played a “learning” game of A Feast For Odin and oh boy is this a mind-fuck of a beast. I mean I don’t want to say anything negative about it, learning experiences are not a good basis for reviews and frankly 90% of the time playing this game for the first time I had no idea what was going on.

Part puzzler, part worker placement game, part resource management…. and a whole bunch of other stuff. There is a lot going on in this game, just the amount of worker placement options is mind-boggling and man is it unforgiving. You place one thing in the wrong place and you can potentially screw yourself for the entire game.

All I’m going to say at this point is that it certainly piqued my curiosity, I will definitely be getting this one to the table again but I have to say it might be a bit much for a Euro game. I mean I get it, it’s for Mega-Euro fans that want some meat on the bones, the Terra Mystica crowd as I like to call them, but for me, the fun bit of a Euro game is that they are short and thinky. The longer heavier stuff tends not to be my thing in the Euro-Game scene even though big epic board games are definitely my thing. I need theme and player interaction however for long games to stick the landing. This one felt a bit like we were all playing a solo game, the bulk of the interaction was in stealing each other’s worker placement spots.

We’ll see how it goes, but at least unlike Terra Mystica which left a pretty poor impression on me, I recall my conclusion to Terra Mystica review was …and I quote “The entire game just felt like I was waiting for a dentist appointment, I was neither enjoying my wait nor looking forward to my turn, I just wanted the whole mess to be behind me.”

Over-hyped and overrated snooze-fest not worthy of your shelf space or table time. There are far better-cube-pushing Euros out there. Perhaps Feast For Odin will be one of them.

This one fared quite a bit better, but it’s on my “try again and see” list.

Ark Nova

I did not care for this game one bit, long, ugly with stock photography as its primary art asset and a complete absence of any meaningful interaction between players.

I’m going to take a lot of shit for this one given its high status on BoardGameGeek, sitting pretty in the number 4 spot but…. god I hated it.

This was just a pointless game of collecting and trying to house animals which as a theme in on itself was not terrible but you had to look at this really crap stock photography the entire time and the game was just way too long. It says 90 to 150 minutes, you can safely double that. This is a 3-4 hour game that really just doesn’t have the nuts to warrant table time with virtually zero interaction between players.

I don’t usually rush to judgment after one play, but having played this game once I not only never want to play it again, I actively avoid being put in a situation that might result in me having to out of social graces. It’s games like these that cause me to ask “what games are we playing” before accepting an invitation to board game night.

Conclusion

Of course, these weren’t the only games I played in the last couple of months, but they were the ones that stuck out.

Good luck out there folks!

D&D Theory: Dungeons & Dragons Over The Years: Part II Of III

We continue where we left off in part I of our article series where I talk about past editions of Dungeons & Dragons and why you may consider playing them even today. In today’s article, I will cover my take on 1st edition BECMI (Basic, Expert, Companion, Master & Immortal) rules and 2nd edition Advanced Dungeons.

Enjoy the article!

1st edition BECMI D&D Rules

I will say here and now that to me BECMI was and still is a revelation, hands down one of the best systems with the best style and theme for D&D in existance. That said, its really part of the B/X line of games and I kind of see it as an expanded part of the same thing.

In our first article, we talked about 1st edition Basic & Expert, a rule system that was intentionally easy to learn and run, designed for new players, but there was a wrinkle in the plan. Despite its design goal of being an introduction to D&D and an entry point to Advanced D&D rules, the B/X system took on a life of its own. Not only because it gained its own following but because despite any effort to make it new player friendly, the game was obscenely difficult to be successful in as players with some of the toughest challenges and heavy-handed death rules to exist in any version of D&D (0 HP = Dead).

The game was ultimately adopted by a community that went from newbies trying to learn the game to seasoned gamers who preferred Basic & Expert to Advanced Dungeons & Dragons and didn’t want to switch. Instead what they wanted were more robust rules sub-systems that offered more coverage within the framework (B/X) they were accustomed to.

There were other reasons for B/X to be continued and expanded on which related to legal matters in TSR that involved the franchise name, who controls it, and who collects royalties on the D&D name, but we are not here for a history lesson, rather we are here to talk about the game itself.

With this growing community of Basic/Expert rules players wanting something more robust, but unwilling to switch to the AD&D game space, TSR started producing more advanced rules for the B/X system, in a sense creating advanced Basic/Expert D&D. TSR in the 80’s was a confusing time.

Between 1977 to 1944 there were quite a few different versions of the 1st edition Basic game and this makes going back today trying to figuire out what’s what kind of confusing as it was back then. To be clear, BECMI is based on the 1st edition Mentzer Basic edition of the game released in 1983. Depicted here is the 1991 release known as “The Black Box” which is not the same thing as one example.

There was a total of 3 additional supplements that expanded the game starting with the Companion set, then moving to the Master and Immortal sets. Each new set added new rules complexity as well as addressed the required adjustment needed for previous sets to accommodate higher-level play (longer character progressions). By the time they finished releasing these 3 new supplementary rule sets, the maximum level for characters was a whopping 36th level!

All five sets (Basic, Expert, Companion, Master & Immortal) were later released in a single-volume book called The Dungeons & Dragons Cyclopedia and this earned the system which was seen as separate from both B/X and AD&D the name BECMI.

The Rules Cyclopedia is the final and most complete version of the BECMI system and I think few would argue that there is any reason beyond nostalgic collection to chase after the 5 box set volumes if you wish to play BECMI. It’s all here and it’s all you need and more.

BECMI was in a lot of ways very similar to the 1st edition B/X rules but unlike B/X it was actually a much closer match to AD&D itself in terms of rules coverage. It was a bit of both but it was modular which meant that unlike AD&D it was designed specifically so that you could use some or all of the companion rules, picking and choosing the mechanics that you liked or were relevant to your campaign and excluding those that weren’t.

While there were several very notable subsystems that were added to the basic and expert rules, BECMI ran and played very much like the standard B/X system.

The Companion Set added rules for elements like unarmed combat, the creation and management of strongholds (Dominion Rules) which coincided with the increased levels of character classes possible, capping off at 25th level. This of course meant that spell-casting characters had access to higher-level spells which are also included in the companion set, as well as all the amenities needed to accommodate higher-level play (hit points, saving throws, etc..)

One important addition of the companion set was the addition of new sub-classes which for the 5th edition crowd should sound familiar. You might think 5e invented this concept, but the truth is that sub-classes is actually a 1st edition D&D concept, arriving with the companion set.

Clerics that reached 9th level could choose to become a Druid sub-class which came with its own benefits including new spell lists for the Druid class.

This wasn’t the only new sub-class option included as each class after reaching 9th level had some sub-class options, though when the companion came out it was only the druid that was identifiable as a fully-fledged sub-class.

Finally, the companion set gave us mass combat which worked with the dominion rules and the henchmen, hirelings & follower rules of the base sets. It also expanded a great deal the types of adventures that were created for the system, notably some of my all-time favorites like Test of the Warlords which made full use of the companion set rules.

The Companion Set was supported by the Companion Module series which kicked off with Test of the Warlords showing off its kindom management and mass combat rules. It was a great adventure that really was a self contained campaign set in the remote region of Norwarld in the Mystara setting. For modern games this was the Pathfinder Kingmaker of its time.

The Master set was perhaps the most important addition to the increasingly more complex format that became BECMI. Aside from more growth for all classes, capping out at 36th level, the master rules brought quite a few new optional and expanded rules that in many ways made this a more advanced game than advanced D&D.

Weapon Mastery was probably the most widely appreciated element of the Master rules, though equally the most complex set of rules. It created what is even to this day one of the most robust melee and ranged combat systems for warrior classes available for D&D, in a sense fixing all of the complaints about the power levels of late game fighter and melee classes in general. It allowed characters to acquire unique fighting styles and moves, improve the damage with the weapons they used and allow them to be quite competitive with classes like the Magic-User and Cleric on the power scale.

Additionally, we got rules for Siege Equipment and running sieges, a natural extension of the mass combat and dominion management rules found in the companion set and much appreciated for those of us that didn’t shy away from the expansive kingdom management content available for the game by this time.

The Master box set was probobly one of the least frequently used sets simply because really high level play was quite rare. That said, I think BECMI had a really great approach to high level play and it was quite viable, just not often done.

There was lots of good stuff in the Master rules, in fact, of all the things added to the basic/expert rules, this was it was the Master rules that really filled in the finishing touches on gaps typically found in D&D games. Things we often ran across like players wanting to raise armies, build castles and conquer lands that just weren’t in any other D&D system at the time.

The final set, The Immortal rules in essence did two things. It explained where gods come from and it defined the concept of ascending to a higher plane of existence as a player, aka, becoming a god yourself.

It was an interesting read but to be honest I have never met anyone who played a D&D campaign so long that they achieved 36th level let alone having a need for rules on how to become a god. It’s a cool concept but really lacked purpose in your typical D&D campaign.

There were very few immortal level modules made to support this level of play and I don’t know anyone who ever actually ran or played in them, but actually they were really well done. In particular The Immortal Storm was very clever.

One cool thing in the Immortal set was descriptions of various immortal gods and this lore I always found to be quite useful for inspiration. From Orcus to Demogorgon, the Immortals book gave you some really great lore for your fantasy campaign.

The final book, The Rules Cyclopedia was mostly known to be a consolidation of the rules found in the BECMI sets, but under closer inspection, there are quite a few things that were unique to this book not found in the other companions.

Several sub-classes were added including the Mystic, a sort of Monk as well as variations on the fighter like Paladins and Rangers. At the time I don’t think anyone really considered these missing elements of the game as AD&D was fully compatible with BECMI so if you wanted to play a Ranger for example you could just use the one in AD&D as written. Still it was nice to have all the classes available in BECMI consolidated in one book.

The book also included a lot of corrections and frankly, it was much appreciated as there were quite a few quality issues and conflicting rules in the original BECMI companion books which are corrected here. Most notably the Rules Cyclopedia gave explanations and maps for The Known World, officially named Mystara at this point further solidifying BECMI’s rule system as a foundation for the setting. This was later further expanded on by the Mystara Gazetteers, a book series that dove into the details of the setting, notably including several new classes and character options for players with each book.

While the compilation of BECMI rules into a single book was the point of the Rules Cyclopedia, the best thing to come out of it really was the establishment of Mystara as a full setting that would later see unmatched support in the D&D Gazetteers that followed.

The Rules Cyclopedia to me is a foundation book for D&D in general as many of the rules sub-systems like Mass Combat, Sieges, Dominion Rules, and Weapon Mastery system are completely system agnostic. As such, there is a lot in this book that can be used with any D&D system, past and present and despite the age of these rules, they are still the most applicable and thorough rules on these subjects, far more expansive, detailed, and usable at the table than any others that came before or since. The Rules Cyclopedia is only second to the 1st edition AD&D DMG as far as D&D resource books go in my opinion.

Collectively what made BECMI a premier version of D&D was how well it covered every aspect of D&D play. No matter what your players wanted to do, this system had your back with clever mechanics, clear rules and though quirky at times, great system-agnostic sub-systems that have really stood the test of time. Like AD&D, taken as a whole it’s quite robust but unlike AD&D, it is a very modular system so you can start out with Basic rules and simply add supplements as your campaign matures and you have new requirements.

Why Play It Today?

I’m biased, but I have to say it, why wouldn’t you play it today? BECMI to me, no matter what aspect of D&D play you look at is one of the most effective. flexible and straight-to-the-point D&D systems available today. It eases you into the game one step at a time, and grows in both complexity and depth as you proceed into higher tiers of play, while remaining very easy to balance and extremely playable even at really high levels.

If you are like me and you want to run a D&D campaign as a lifestyle game, one that goes on for years and years, most D&D systems really can’t do that well while keeping character progression as a constant in the game. In particular in modern systems, but even AD&D, once you reach a certain level, usually around 6-10+, the game becomes unwieldy. Characters become too powerful and trying to create balanced gameplay becomes impossible. With BECMI your characters can be 25th level and they can still die at the hands of a Goblin horde, the game never ceases to be dangerous or challenging.

Now I will grant you 36th level is kind of overkill, I can’t even imagine how long of a campaign you would need to run to reach such heights, but the sweet spot, unlike most D&D games, isn’t between 1 to 9th levels. This system continues to be extremely useful while remaining challenging even at the highest tiers of play. I have personally run campaigns for BECMI that reached as high as 25th level and the game remained every bit as good as it was at 1st level.

The thing however I find most people enjoy about the game is that it is so universally applicable and adaptable as a fantasy adventure platform for RPG’s. While at its core is a setting, Mystara, the troupes found in this system are extremely flexible and modular. It really doesn’t take much effort to come to conclusions on how one might adapt this system to other settings and because it is compatible with 1st and 2nd edition AD&D as written, by association you have most of the major D&D settings compatibility built in.

This has been my system of choice for D&D fantasy adventure for decades, its harshness and focus on resource management as well as its presentation is a great foundation for Dungeons & Dragons. I have played all of the D&D systems pretty extensively and I enjoyed those games, but whenever I think about running D&D, this is the one system that really speaks to me. To me this is real D&D.

Now the question isn’t why would I play the game, the question is why would you. I think the best sales pitch for this game is that its universally agnostic and modular. You can take this system as a DM and mold it in any way you want, including adding rules from other D&D systems, and without changing a word use those systems without issue. In a sense, BECMI is universally compatible with all D&D editions that came after it with perhaps the only exception being 4e.

Hands down the best version of D&D in my opinion… period.. no discussion.

2nd edition Advanced Dungeons & Dragons

Just like 1st edition AD&D, 2nd edition AD&D was reprinted in collectors edition a few years back.

2nd edition Advanced Dungeons & Dragons had some pretty big shoes to fill after the explosive success of 1st edition, but it also had to contend with some of the fallout of the satanic panic and the many complaints from the player base about the inconsistency and quirkiness of the 1st edition AD&D rules. It was a game born out of the need for correcting the past.

1st edition AD&D was really complex and 2nd edition AD&D really entered the scene with an attitude that while it would be backward compatible, which I think it very much was, it was also going to be considerably easier. TSR I think wanted the game to be a bit less Advanced and perhaps this was because they wanted to consolidate the two forms of D&D that existed at the time BECMI and AD&D under one roof. It would also be the first edition of the game that would be created without Gary Gygax’s influence for better or for worse.

With that as a framework 2nd edition AD&D I think was very successful in what it wanted to achieve but not particularly successful as a product. A lot of the issue with this version of the game had to do with the declining quality control at TSR which was starting to flounder as a company. By the end of the 2nd edition run, TSR was basically bankrupt. I would argue however it was not the fault of the game system so much as the company running it.

2nd edition AD&D also had a starter box for new players, arguably the quality control on this thing was pretty terrible. Unlike all the starter sets that came before that are still admired today and considered “classic”, this is a relic no one bought then, nor is it a collectors thing today. It was just really terrible.

AD&D 2nd edition had three core elements that actually made it an evolutionary step up from its successor.

For one, it was considerably easier to run. The rules were more digestible, easier to understand and far more consistent. It was still a system that relied heavily on adjudication with rules still having that “up to interpretation” style of writing more often than I think it should have but it was still a very broad system with great coverage and far fewer restrictions. Unlike 1st edition you really could run 2nd edition AD&D RAW, there were many rules and many moving parts as such you would not typically use the system in its entirety but thankfully the system made a clear distinction between rules that were core rules and those that were optional. This modularity was an important feature of the game.

In fact, it’s modularity that really defined 2e AD&D, a concept of the system that would be regrettably abandoned in future editions to the detriment of the game. At this point, D&D had established itself as a game that could be run in a wide range of styles with a really wide range of player preferences, so having a huge chunk of the rules be optional was a really great aspect of the game that allowed all of these styles to live harmoniously under one system. Less fuel for table arguments, it was understood that the DM would decide which optional rules to or not to use.

The great thing about 2e was that it used blue boxes to identify optional rules and it used the space to explain why you might want to use the optional rule and how it could affect the game. This was extremely useful and made the system feel really well constructed.

The second thing that made 2nd edition really great was the “Complete X” book collection which brought in a concept called Kits that allowed for really far-reaching character customization. These books were largely theme-based class option books and there was one book for each class which made 2nd edition AD&D a game system with a much bigger broader character creation element than we had ever seen before with a bigger focus on the narrative of the character rather than strictly mechanics, even though it was actually quite mechanical nonetheless.

These kits not only gave you many examples of the unique handling of different classes but gave you the tools you needed as a DM to create your own custom kits to serve whatever setting or story you were working on. Now I will say these kits often had poor balance, there were clear winners and losers here, but D&D at this point was still very much an “up to the DM” focused game so it was natural for DM’s to see any mechanics in these books as “here is a cool idea, use it if you like it, change it if you don’t”.

The Complete Handbooks were in my opinion one of the greatest things to happen to D&D as it allowed players to create really unique backstory elements and align them with their mechanical characters. You could be an investigator, bounty hunter or smuggler rather than just the very plain Thief. These books also included really specific narrative constructs, for example in the Complete Thieves handbook thieves guilds were explained in great detail as well as really detailed rules for how to use thief skills and much more.

This principle continued in other rules expansion books like the Tome of Magic, Player Options: Skills & Powers and Player Options: Combat & Tactics. These books were actually poorly received which should have been a warning sign to future editions as much of what would become 3rd edition Dungeons & Dragons were based on these books.

Personally, I always liked these books, in the same way I like the Complete X collection, they were inspirational and optional rules that with a bit of DM intervention formed some great core mechanics that allowed the creation of many unique styles of play.

While all of the options books had clear balance issues and suffered from quality control problems, with some DM intervention they offered increadible expansion to the game for those players who wanted more mechanical gears to pull on.

The final thing that made 2e AD&D really quite special was the fact that the game for the first time in the history of D&D considered magic-users and magic, in general, an intrinsic part of the game. It was clear from previous editions that Gary Gygax did not like Magic-Users or magic in his game and it really showed in how he treated them. With 2e AD&D, TSR made magic & magic-users fun, versatile and diverse. You could play specialist mages like Necromancers and Enchanters, the spell system and spells themselves had far broader effects with a lot of narrative flare and perhaps most importantly you had more diversity in spell-casting classes.

Magic was further supported by the Complete of Books which included specialization books like the Complete Necromancer. This was an amazing level of detail that would set a new standard for how players viewed and what could be done with their magic-user class.

I have always felt that 2e AD&D was a clear and much-needed fix for 1st edition AD&D. Today, without question if I was going to run AD&D in any form, it would be 2nd edition. In fact, I would argue that objectively, even though I prefer B/X and BECMI, 2e AD&D was the best of the TSR versions of D&D. It’s a very robust, very modular and very flexible system. It got a pretty bad wrap largely because of terrible mismanagement of TSR and probably could have been a much better system if quality control was a bit more stringent but it was the last system that we would see that was actually backward compatible with classic D&D content and so for many, it is the final version of true and real D&D.

The D&D franchise would be purchased by Wizards of the Coast after 2nd edition and through this act, the classic era of D&D was over.

Why Play It Today?

For me personally 2nd edition Dungeons and Dragons is a great system because it’s quite easy to run, has fairly clear rules while retaining that classic D&D feel. Now like all the classic versions of D&D that came out of TSR it is a mechanically flawed system, there is no disputing that, but its philosophy, its concept, its spirit as a D&D game is beyond reproach. It is D&D as it was meant to played, as it was designed to be experienced.

To me everything that followed starting with 3rd edition was an improvement on how D&D works mechanically, but in those mechanical evolutions a hole was punctured in the spirit of the game and it would turn out to be a major over correction where mechanics became favored over philosophy and concepts of the game missing the point of the many expanded concept introduced in 2nd edition AD&D. The soul of D&D would soon be diminished and by 4th edition D&D totally abandoned.

I say this here because 2nd edition was probobly the best game mechanically that TSR came up with, meaning, it had the cleanest gameplay, it was the best mechanical version of D&D that still retained the spirit of the game.

For modern gamers this is the edition I would actually recommend if your curious about what people mean by “Classic D&D”. Sure you will find some of the mechanics a bit quirky but it will be familiar, it will make sense, you will know how to play intrinsicly if you have played modern versions of the game. Mechanically its all here, even as flawed as it may appear to you (because it actually is flawed), but you will get to experience the classic nature of the game, that gritty D&D spirit that really doesn’t exist in modern editions of the game.

Washington’s War by GMT games 2010

Designer: Mark Herman

In recent days I have played quite a bit of Mark Herman’s classic Washington’s War yet despite the game being number 15 on my top 20 games chart I did back in February 2022 and No. 6 in my Top 10 War Games I did in 2020, I’m yet to do a proper review on it. It’s a long past due oversight that I really wanted to correct and so here we go!

Mark Herman is a brilliant designer, a statement I make without hesitation and he made a big splash as the founder of the influence struggle and historical CDG war game genres in a single game called We The People in 1993. This led to a number of what are now considered classic historical war games in their own right that used these mechanics like Twilight Struggle, For The People, Empire of the Sun and Paths of Glory just to name a few. It was, to say the least, a pivotal moment in game design history that lead to the release of Washington’s War which is for all intense and purposes the 2nd edition of We The People.

It would not be an overstatement to point out that while We The People sparked an evolution in the historical war game category, breathing life into two different genres of historical war games it remains wildly underrated. Washington’s War, its follow-up, is really no different, in my mind it is one of the most criminally underrated games in all of board- gaming sitting in a shockingly disgraceful 730 on BBG as of this writing.

I will be the first to admit that We The People lacked the visual appeal of a mainstream game, it certainly does look the part of a complicated historical war game. This likely contributed to its shockingly underrated status.

Washington’s War is a game about the American founding father’s struggle to create a new nation out of 13 fledgling colonies as they opposed the British Empire in what has got to be one of the most fascinating pieces of history there is. The Revolutionary war is chock full of extraordinarily interesting personalities, political struggles that make The Game of Thrones look like child’s play and some of the most vicious military engagements in all of American history. Washington’s War manages to squeeze all of that history into a game that is easy to teach and learn while remaining streamlined to precision.

I love the influence struggle and CDG category of historical war games, my collection is full of them, but Washington’s War is the only game in my collection that I feel comfortable in pulling out with just about anyone. Whether you are a Eurogamer, casual dabbler, or a serious historical war game fan, you will fall in love with this games incredible back-and-forth tension. It is not just a great historical war game for historical war gamers, it is just good gaming period by any measure.

Twilight Struggle is a mainstream hit coming out of the historical war game universe, but it’s really odd to me. It’s a complex CDG based on the Cold War that has a fairly steep learning curve. It wouldn’t even be in my top 3 CDG influence struggle games I would recommend as an entry point into the genre.

Now I have played my hand a little here, clearly, I’m a fan but given the accolades it has already received on my site over the last few years, I don’t think it should come as a surprise to my more frequent readers. The devil is in the details however and while I would describe this game as a good time in a box, I think it’s fair to say I owe more of an explanation to this review, so let’s dig into the revolutionary war!

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.2 out 5) Great Game!

Washington’s War is an asymmetrical influence struggle CDG (Card Driven Game) war game. That is a mouthful, but given that We the People, the 1st edition of Washington’s War effectively created this style of game, it’s perhaps reasonable to explain what it actually is even if we have already watched this genre evolve over the years in so many other games.

In Influence Struggle CDG’s like Washington’s War, players take turns playing cards which they use to execute actions on a point-to-point map. In our case the map of the eastern United States where the revolutionary war takes place. One of the key elements here is control of different areas via influence tokens called Political Influence in Washington’s War which represents the political control the Americans or British have in an area in any of the 13 colonies.

The object of the game is to have sufficient political influence markers in each of the colonies to control them and essentially whichever player controls the most colonies by the end of the game will win the game. Technically the US needs to control 7 colonies while the British only needs to control 6 of them to win.

The catch is that there are also generals and armies on the board who can take these areas by force, so part of the game is also using actions to move armies around and engage in battles to force your influence onto the board.

The different cards also have event effects, special actions players can take when playing a card. These events represent different actual or hypothetical events from revolutionary war history. There are also several unique conditions and phases in the game like Winter Attrition for example that represents the harshness of the winters and the complexity of keeping standing armies in the field in this era. These various unique conditions create the challenges players must contend with as the war progresses.

Suffices to say that description is probably insufficient to really get a feel for the game, but I think what is most important to understand is that this game like all influence struggle CDG’s is about board control, timing, and about the back and forth tension between players as they vie for power on the point to point map. Since We The People, we have seen many games in this genre that leverage this mechanic, most famously Twilight Struggle. Washington’s War however takes a much more rules-light and less restrictive approach to this style of play.

The war plays out on a point-to-point map like many influence struggle games, but Washington’s War definitively falls into the “War” category of games where some influence struggle games have a more debatable status in that regard. In Twilight Struggle for example you do not move armies about the board and engage in battles.

Most notably, players share a deck and cards don’t have as many multiple uses as many games in this genre do where a card is both an event and an “ops value”. Instead, cards either are events or are actual ops cards (1, 2, and 3 ops). This makes the decision matrix for Washington’s War much simpler, in fact, in the influence struggle genre, it actually makes Washington’s War one of the lightest and most approachable games in the genre.

More importantly perhaps is the fact that Washington’s War has few exception-based rules, which is very commonly seen in historical war games and is by far the primary reason in creating a division between mainstream and historical war games. Historical war gamers love their “historicity” (made-up word, I know). What it means is that historical war gamers have a far higher tolerance for heavy rules implementations and rules exceptions as long as those rules breathe historical simulation into the game and this road can go quite deep in many historical war games. Washington’s War, while it certainly is historical, does this more with core rules rather than exception-based rules. What this boils down to is that though Washington’s War has not really become a mainstream game, there actually is no reason for it not to be. This, like any other board game, has straightforward rules that anyone can learn and is actually a lot simpler than many if not most Euro games mainstream gaming communities readily play.

That leaves the question, what is it about Washington’s War that has prevented it from crossing over to mainstream gamers as Twilight Struggle did? Is there a problem?

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: GMT is a great publisher that never has never disappointed me and in Washington’s War they once again nailed it.

Cons: Looks deceptively like a complex war game which it most certainly is not, hardly a complaint but my explain why it’s not as mainstream as it deserves to be.

As a courtesy to the reader, I will make this brief, this is a GMT production which means that by default all components are top-notch quality. From the gorgeous and sturdy gameboard to the thick card stock and counters, everything is made to last with a wonderfully clear presentation.

It’s fair to remind readers that GMT is a historical war game publisher and while the component quality is definitively top-notch, rarely do we see miniatures in GMT games. This is largely a courtesy to keep costs down and the result of game pieces in historical war games having information on them relevant to gameplay as is the case with the cut-outs in Washington’s War. This is not a flaw, but a feature.

The rulebook is super clean and precise, the game includes a playbook that is so good you can almost learn how to play the game without reading the rulebook and just following along with the playbook. Finally, the game has the best reference cards I have ever seen in a game, so well thought out that once you play one turn of the game you aren’t likely ever going to have to reference the rulebook again as the reference sheets have everything you need to play the game on them.

Short and sweet, the components of the game are pitch-perfect. Nothing is overcooked, it’s just right, no complaints from this reviewer.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Washington’s War has just the right amount of nuance to breathe life into the fascinating history of the revolutionary war without overwhelming you with rules “chrome”.

Cons: Veteran historical war gamers looking for a deep and/or complex revolutionary war simulation may not find what they are looking for here.

When it comes to the historical war game themes, it’s always a matter of taste on how much simulation, replication and historical accuracy a person wants in their game. I’m of the opinion that a good historical war game will allow you to play inside a historical period, but keep the scripted elements of the game to an absolute minimum. I don’t want to replicate history or follow along some historical path forced on me by the mechanics of the game, I want to be put in a position to make the same decisions the commanders and leaders of the time had to make and ultimately find my own path to victory in a sort of alternate history of the subject matter.

In this vein, Washington’s War is ideal because while the game has all of the elements of the revolutionary war including the important personalities, events, locations and abstracted conditions of the period, how the game plays out is not going to reflect the actual history of the revolutionary war. From the very first action to the last, you are going to inevitably change history.

Despite this a-historical execution, the game still captures the period perfectly from the asymmetrical sides and unique conditions they had to contend with to the interesting political events and personalities involved all making an appearance in the game. What changes are elements like when the French join the war if ever, or when if ever the declaration of independence is signed. Does Washington get captured during the war? Does the continental congress get dispersed? Do the British win or lose the south, can they use their dominance of the sea to win the war? All of these aspects of history are thrown off their axis in some form or another, many historical events may or may not ever take place and much of what does and doesn’t happen in your version of the revolutionary war history will depend on card draw, dice and most important decisions you make as a player.

I found the game to be extremely thematic, hitting the high points of the revolutionary war in particular in the way the Americans struggle to have a military that can face the British, the difficulties of the Americans to bring the French into the fight and the tough challenges of trying to control a country that was really quite divided on the subject of independence. Washington’s War feels like a game on the revolutionary war in every regard, yet doesn’t impose the history on you for posterity. It allows the a-historical outcomes unapologetically and as far as I’m concerned, this is exactly what I want out of any historical war game.

I found that every game of Washington’s War played out wildly different while always maintaining these struggles that were part of the history of the period. More importantly, however, these struggles are imbued into the mechanics so they feel natural rather than scripted, nor are they infused with a lot of exceptions to force the subject. Certainly, you are going to make some of the historical decisions as did the founding fathers because they make sense, but often I found myself in what-if moments, the execution of which is exciting and tense and triggers discussions with your opponent about the history of the game.

One of the ways Washington’s War really comes to life as a historical game is the uncertainty of the conflict. There are never any breakthrough moments in the war, there is a lot of attrition, a sort of push and pull where no matter where you push and win, it always results in you having to pull back somewhere else. This creates great tension in the game, really giving you that sensation of being an underdog as the American, while making you feel powerful as the British. Yet despite this, the game has incredible balance, even within the constraints of the asymmetrical feel each side has and despite Americans being the underdogs and the British being big and powerful, the game never gives the impression that either side has a leg up in the final outcome of the game (war). It is a war that either side can win and strategy plays the predominant part in that outcome, which feels both historically accurate and makes for a great gaming experience.

Finally and I mean this as a complement and not a negative comment, the game doesn’t overdo the history. Mark Herman designs very often are so regimented when it comes to history and while in many games like Empire of the Sun which is the driver for the game and ultimately what brings you to the table, Washington’s War relies far more on the strategic play to pull you in. Historical it certainly is, but this is a streamlined machine that introduces the history in subtle ways, while it remains far more a game than a simulation throughout. There are almost no exception-based rules in the game that try to force historical elements on you, which is not often the case with historical games and certainly not Herman’s designs. Mark takes a light-touch approach in Washington’s War and strangely it’s this distancing from exceptions that makes the game feel more historical and thematic, as it all just becomes more accessible.

General Washington for example is represented as a strong commander for the Americans and comes with a special ability allowing him to avoid some winter attrition penalties. This is a very subtle special power and it’s easy to remember because Washington is a unique commander, the game is named after him after all. It’s one of the very few exception-based rules and it kind of just makes sense and is logical enough to be easy to remember.

I really love this approach and I’m reminded of the fact that while I love games like France 1944 and Empire of the Sun, two other Mark Herman designs, I often wish I could play lighter versions of those games that still capture the same historical principles and strategic elements without being so complex and filled with exceptions. Washington’s War really nails this streamlined, more direct approach and I think the result is a far more enjoyable and notably more accessible game which ultimately lets the theme actually flow a lot better. You could almost say that there are fewer interruptions to the enjoyment of the history of the game thanks to a lighter rules approach.

Don’t get me wrong, I love my Empire of the Sun and wouldn’t change a thing about it, but there are countless “if this then that” exception rules that make even playing the game correctly a real struggle sometimes. Washington’s War is a straight-to-the-point type of game that avoids the more common “chrome” direction most historical war games take.

If there are any flaws in the theme and mind you this requires one to get very nit-picky is that the CDG mechanic uses the one deck approach. This means both players draw from the same deck and that British and American events when drawn by the opposite player ultimately get discarded for 1 ops actions as they cannot be used for the event. There are a lot of really cool events in the game that simply never see the light of day in any given game as a result simply because of who drew them and while there is a mechanic in place where opponents can pick up discarded event cards, it typically doesn’t happen as players usually plan out their entire turn based on the cards they do draw. I personally prefer CDG’s where each asymmetrical faction gets its own deck as seen in countless games like Twilight Struggle, Empire of the Sun and Paths of Glory for example. The result of such a setup is that you are always drawing cards relevant to you, and more events hit the table which brings into the game more of the history and ultimately the theme of the game.

I would put this complaint in the minor quibble category based on personal preference rather than an actual issue with the game. It’s just a me thing.

As a whole, I think Washington’s War nails the theme beautifully in this game. It’s just the right amount of rules to get the theme across, there is a lot of attention to detail in the history even though all the various conditions and unique elements of the period are handled very subtly. I’m sure there are games on the revolutionary war that are far more detailed and make better historical simulations, but I think Washington’s War was aiming to be more high-level and abstracted and in approaching the design in this way, it has made this historical game a lot more approachable and easier to get to the table. I don’t think it really sacrifices anything critical with this approach and while I could understand that more serious historical gamers might be looking for more chrome, as a guy who plays in both casual and serious fields, I found this game highly thematic and fun.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star christmas_star

Pros: As a fan of CDG influence struggle games, I’m like a moth to a flame here, I adore this genre and this game.  It’s a fantastic introduction to the genre, perfect for newcomers.

Cons: Washington’s War is based on the We The People formula which while great and revolutionary (pun intended) is a bit dated compared to how the genre has evolved. 

As simple of a mechanic Washington’s War is, there is tremendous weight in the strategic gameplay of the game, in fact, I would argue that the complexity of the game is quite high when you consider the deployable strategies possible here.

It’s a bit like chess where you can learn the rules easy enough, but becoming a good chess player is a considerably more robust topic.

For one Washington’s War is a very tight game, it’s really about very subtle motions where placing a token in one place rather than another can have a profound impact on the outcome of the game. That is not to say it’s sensitive to mistakes, but rather that each action really matters. You rarely make irrelevant decisions, every move and counter move is important and the whole thing just feels like it has weight behind it, adding to the tension and attrition.

In any given round for example as the British player, you may have the ops cards necessary to move a couple of units, place a couple of tokens and perhaps play an event. That is not a lot of activity in the big scheme of things, but because the game is relatively short and exactly when the game will end dynamic, these decisions can be quite critical and impactful. In fact any round after the 4th round requires you to be vigilant because the game can end quite abruptly so you need to make sure at the end of each round you are in a winning position.

The game doesn’t have this 3-4 rounds from now I will be in a position to win approach to strategy. You need to effectively be winning at the end of every round of play.

Rounds can end because there are cards in the deck that if drawn must be played which define when the game will end and this starts after the 4th round. The tension this brings to the game is awesome.

Generally, the game is about playing cards and taking actions, so the sequence of play is quite simple and like most influence struggle games it’s about having the most pieces on the board you can muster in the right places. You need to control a certain amount of colonies to win and control of a colony is defined by how many political control markers you have in each colony.

The difficulty of this is that each colony has a varied number of spaces that can be controlled, some like Virginia have more than half a dozen, while others like Rhode Island have a single space that defines control of the colony. This means that while more is clearly better, where you put your influence is equally vital. There is a trade-off between controlling a colony with a lot of tokens, which can make it more difficult to take away from you, and colonies that have a small number of control points which are more volatile and more likely to trade hands during the game.

Adding to the mix of this go-like game of point-to-point area control are the armies of each side and the generals that lead them. These armies move about the board forcing their will onto territories and the only method to control their ability to project power by your opponent is with their own armies.

This is where the “war” element of the game comes to fruition and again it’s handled in a simple and elegant manner. The factors that go into the effectiveness of an army are easy to calculate, there is ways to surprise opponents with cards and the dynamic factor of the dice makes outcomes calculable but not reliable. More than that, losses are generally minimal, battles can be won and lost, but armies are not easily dispersed so winning a battle does not mean you sort of breakthrough and dominate an area, but rather just push your opponent back in what really is a war of attrition.

The armies and their commanders on the board have a considerable impact on this influence struggle game, making it definitively a war game.

There is also difficulty in moving armies and this is very asymmetrical and historical. The British have larger and more powerful armies, but they require a higher OPS card to move them, so you are likely going to move them less often. Meanwhile, the Americans have smaller, generally weaker armies that require lower ops cards to move, meaning you are likely able to move them more often. America’s military agility is further supported through two special rules, their ability to intercept and retreat, allowing them to intervene and avoid British attacks.

This game of cat and mouse creates a tense and very thinky mini game where each player is thinking less about outright crushing the opposing military, as this is highly unlikely to happen, and more about trying to position their military in the most optimal points on the map to exert power and control, adding to the influence struggle theme rather than overwhelming it.

Finally, there are a few other elements in the game that I like to refer to as “historical conditions” that create challenges for the players to overcome.

Winter attrition already mentioned, creates a real headache for the American player who is constantly having to contend with their armies dispersing between rounds. There is the struggle to get the French into the game which is pretty vital for the Americans as it brings into play the ability to blockade ports and a much-needed French command with French armies.

For the British the struggle and often the frustration is really dealing with the reality that with the right hand of cards you could really bring the fight to the American’s but the high maintenance commanders can only be moved with higher ops cards, typically 3 ops which means that you really have to plan way ahead and around their stubborn refusal to cooperate with your plans. You are simply never going to have the cards to do exactly what you want and your circumstances continually get worse as the war progresses. Ideally, you want to win this game as early as possible as the British because it gets tougher and tougher as time goes on.

The event cards are a mechanical layer here and while I would say the impact of these cards varies from “meh” to “holy shit”, generally their inclusion is more about infusing the game with theme than it is about strategy. They certainly can play a significant role in the plan of a particular round when drawn, but usually, you are trying to squeeze the events into your strategy rather than building a strategy around the cards if that makes sense. In fact, generally speaking, that is usually how all of the cards in the deck are used. You have a strategic plan and you are trying to use whatever you draw to make that happen, rarely if ever does your hand dictate your plan.

The event cards in the game have varied effects and their usefulness usually depends on the developing situation on the board, sometimes they can have a big game-changing impact, and sometimes they are worth more as a 1 ops action than actually using them.

What can I really say about the gameplay in Washington’s War other than that it’s absolutely fabulous? It’s just such a great tense game, with easy-to-understand mechanics, and lots of great history full of surprises, twists, and turns. It’s just a really fantastic gaming experience, nailed down to a 2-3 hour 2-player game that just works in every way. It’s game design brilliance.

I have no complaints about this game at all but know that my love for CDG-driven influence struggle games likely makes me a bit biased here. I love this genre of games and Washington’s War is one of the most approachable and satisfying takes on this genre out there. It certainly does not replace my love for Imperial Struggle, which I consider the current ranking champion in this genre, but this one is so much easier to teach and learn. I think it’s the best way to introduce new players to the genre.

Longevity and Replayability

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star 

Pros: The game is very dynamic offering endless replayability, you aren’t ever going to play two games that resolve the same.

Cons: The simplicity of the design is a benefit for the purposes of introductions, however all but the most casual of gamers are going to graduate from this one rather quickly.

Washington’s War has a static start and that might give the impression that there is a limited number of plays built in that once you expire them you will have seen everything there is to see.

This is categorically false and I say that from having played this game at least a dozen times at this point. The dynamics of this game are a combination of decisions and strategies implemented, cards drawn and dice rolled. There is just no way two games will ever repeat or even appear similar to each other. Despite the static start, this game is a dynamic rollercoaster, whereas a player you will find yourself trying to unravel countless puzzles this game presents.

There is a lot of replayability here and there is no doubt in my mind that like many games in this genre including the famed Twilight Struggle, this is a game you can play over and over again and always make new discoveries.

Now in terms of longevity, for me personally, after a dozen plays while I’m always ready to go for it again, I find that anytime I have taught someone Washington’s War, my urge is to take the next step with them into more involved and complex CDG influence struggle games.

This game is light and as a veteran gamer, I enjoy complex games and it’s what I want to be playing. Washington’s War for me is a great way to introduce new players to the wonderful world of historical war games and in particular to the CDG influence struggle games, but it is not the final frontier and I want to graduate new players to more robust games. I feel the longevity of this game for most historical war game fans is going to be limited to using it as an introduction to historical war games, game. I would be surprised if two veteran historical war gamers would find the game enough of a challenge long-term.

There are many influence struggle CDG war games like Washington’s War, all of them benefit from the road paved by the evolution of the genre since We The People initially set the standard. It’s perhaps no surprise that as time has gone on, deeper and heavier variants have come out. Caesar: Rome vs. Gaul is a great next step after Washington’s War before moving on to even more robust games like Imperial Struggle.

That said, I do think more mainstream and casual gamers would find this game very satisfying long term. I hope that doesn’t come off as elitist and rude, but the term “complexity” means something completely different in the world of popular mainstream gaming and historical war gaming. As a historical war game, this one is feather-light, but I think compared to most modern-day board games, it would be generally considered a medium, perhaps even heavy weighted game on the complexity scale. The rulebook is 23 pages, practically a pamphlet for modern historical war games but quite heavy if this were say a Euro.

Conclusion

Among historical war gaming geeks like me and fans of Mark Herman’s work, Washington’s War is by many considered his masterpiece, his Mona Lisa. I would personally argue that this honor goes to Empire of the Sun, but certainly, Washington’s War is one of his stone-cold classics, there is no denying it.

Washington’s War is easy to learn and teach, it’s nuances offer a much deeper level of strategy than the mechanics suggest and it does a wonderful job of capturing the theme of the Revolutionary War without being a hard simulation. All of these things combined make Washington’s War an amazing gaming experience and an excellent addition to any fan of the CDG & Influence Struggle genre of games.

I would also make an argument for this game to get more mainstream attention, it certainly has all the hallmarks that have made other CDG’s like Twilight Struggle such smash hits and really I find it surprising that Washington’s War lives in general obscurity. I will say it again for posterity, this is not just a great historical war game, this is just a really great game period and you should not let the stigma of historical war games frighten you from trying it. Any fan of Twilight Struggle will find themselves quite at home in Washington’s War, in fact, I would argue this is a far better and much easier entry point into the genre than Twilight Struggle is.

If there is anything to complain about when it comes to Washington’s War, I’ve certainly missed it. It fires on all cylinders as far as I’m concerned, I give it my highest recommendation for pretty much anyone looking for a great, tense 2-player game, historical or otherwise.

On The Table: July 2022

You would think after the big superboard gaming weekend we had earlier in the month I would have run out of games to talk about, but I’m on summer holiday and the gaming continues.

Root (Digital Board Game Adaptation)

During our big gaming weekend earlier this month, I was exposed to a very curious little game called Root which piqued my interest both as a board game fan and as an amateur board game designer.

This highly asymmetrical war game about cute little woodland creatures fighting in a forest has some incredible dynamics which results in tremendous replayability and diversity. It seems like it’s one of those games where you really need to do many repeated plays to really explore it and fully understand it, not something that typically happens with any board game in my gaming group. We really rarely go back to the same game over and over again, generally being a lot more diverse in particular given the sizeable gaming collections some of us have.

Luckily there is a digital adaptation of Root available on steam and other apps which is perfect for some great solo gaming.

I played the digital version of root about 20 times already, doing so obsessively in succession as I tried to really delve into the games unique nuances and Root did not disappoint. As I suspected the more you play, the more unique elements and strategies you discover in this quirky little game.

The game has great tutorials that really walk you through the rules, so if you have no knowledge of the board game at all, the digital adaptation will not only teach you how to play this digital version, but how to play the board game version as well. It’s a great aid for a game that is a bit of a chore to learn to play.

The digital version of the game is a direct translation, has AI bots of various skills, and comes with a few expansions allowing you to explore it even deeper with more factions. The developers have done a great job replicating the cartoon art of the board game and the interface is really easy to use, allowing you to really focus on the nitty-gritty details of gameplay.

Highly recommend this adaptation if you are curious about Root but don’t have the group available that wants to repeatedly play this one with you. There is a small online community as well so there are plenty of opportunities to play with other players too.

War Room

Getting an opportunity to play War Room, my all-time favorite game is a real treat. I did a preview and review of War Room if you want more details on this epic, global-scale event game. This week we got it to the table and as always this game blew me away!

In short, what I can say about every game of War Room is that despite having a grotesque playing time, on average exceeding 12 hours, this is a highly interactive, deeply strategic, mechanically easy to learn but impossible to master game that to me is not only an achievement in game design but one of the ultimate board gaming experiences.

It is everything I love about big epic board gaming in a box as it addresses every issue I usually find with long, event-style games. Most of the activities in the game are done simultaneously and or in groups as the game is not only team-based but features hidden order movement. The combat is engaging and very dramatic so even if the nation you are running is not involved you’re drawn to it as it’s no less exciting to watch it unfold. Every move and round in the game, has far reaching and big impact on the results of the game that creates dynamic outcomes and narratives you are unlikely ever going to see repeated.

This is a game that tells stories that you will remember long after the game is put away with everyone expertly pointing out what “they should have done” or what strategy they will try next time. You’re going to be thinking about this one long after the game is over.

There are countless possible strategies as well, this is a World War II game that gives you the opportunity to re-imagine the history of the war and approach it with your own revision of this pivotal and tragic moment story without burying you in unnecessarily detailed and overly complex historical realities typically found in historical war games. It certainly will have a lot of familiarity for Axis and Allies players, but this game has an elegance that far surpasses its predecessor. It is simply put, just an amazing gaming experience.

I adore this game but I would caution anyone considering picking it up that you really do have to understand what your getting yourself into and the information on the box is a bit inaccurate in this regard. For one it suggests that the game is for 2 to 6 players and this is true, but while there are 2 and 3 player scenarios, what you are certain to want to do with the game is play the global war scenario which cannot be played by 2 or 3 players reasonably. There is just too much going on in this game for one player to run multiple major nations. Then again while the global scenario can be played by up to 6 players, if you do, one player is going to get stuck playing Italy which while an important nation in the war, plays in a fairly isolated part of the map and is really part of the German strategy.

The game also says that it plays 1 hour for each player which is complete nonsense. If you can finish a game of War Room in under 12 hours with any amount of players you are playing a very fast-moving game of War Room.

The ideal conditions for the game is 5 players (Japan, Germany, US, Britain and Soviets with the US player running China and German player running Italy). You also want to make sure you have a full day, or even better is to have two half days to play the game. You are going to need a ton of space and you want to setup timers where each team can have time alone with the gameboard to play, typically 10-15 minutes per planning phase is enough.

The point here is that this is an expensive game that requires real event planning and a good-sized group of 5, players preferably but no less than 4. That is what it takes to play War Room and I would avoid it if you don’t think you will have the gaming group and conditions to meet those requirements. You don’t want a 250-dollar game collecting dust on your shelf, especially one that will torture you as this one will because this game begs to be played.

My friends and I manage about 1 game a year and while I would love to play it more often, I consider it a big win to be able to pull that off. It was an amazing day!

Paths of Glory

Paths of Glory is a classic in the historical war gaming communities and is the foundation game for card-driven mechanics.

I have an online buddy that comes out of the woods periodically and challenges me to a game of Paths of Glory, which I always graciously accept because I absolutely adore this game. In stark contrast to War Room however, this is an intimate and very historically accurate war game that endeavors to not only teach, but gives you an incredible sense of a global conflict.

Paths of Glory is about the whole of World War I and I did a review on it last year. It’s an incredible but very long and very detailed game that is not particularly easy to learn and certainly impossible to master. It requires tremendous patience and dedication to learn to play it well, but it has made a believer out of me.

This is a card-driven game so it’s a nice fit for me personally as I love all things card-driven, in fact, looking at my top 20 board games of all time no less than 7 games use similar mechanics. Paths of Glory is unique however in a number of ways in terms of historical war games. For one, it’s a point-to-point rather than a hex and counter game, which creates a unique dynamic as you have this really strong sense of supply lines and complications of the terrain. It sort of forces you to deal with the real historical issues of the day without forcing it on you via mechanics, so it has this great “re-write World War I” feel, but you still get a lot of historical outcomes anyway.

More than that this is a game with so much diversity and dynamics that no two games ever turn out the same and it’s amazing to see how wildly different the outcomes can be even the same strategies are deployed.

I have always been a huge fan of this one, but I caution my readers that this is firmly in the historical, chit game category and Paths of Glory does not apologize for that. The rules are complex, full of exceptions and there are a lot of moving parts. It’s for seasoned historical gamers only and I would not recommend this as an entry point if this is your first go at the genre. It’s best to have someone teach you this one if possible but veteran historical war gamers will be on comfortable footing here, Paths of Glory is an established classic that’s based on some of the historical war gaming most foundational mechanics.