We just got back from an extended trip to Europe to tour some key historical sites including Waterloo, Bastogne, Omaha Beach, Sainte-Mère-Église, Pointe du Hoc, Ouvrage Hackenberg (Maginot Fort), Metz, Verdun and many more as well as attending 3 days of the SPIELE Essen gaming convention in Essen, Germany. We had a grand time and upon my return I have hurriedly put this month’s Wargame Watch feature together and am not confident that I didn’t miss something but here it is!
For November, I was able to find 32 games to highlight in the Wargame Watch plus an additional 6 that were announced or mentioned by our sponsor Blue Panther (so really we are talking about 38 games)! Of that total, 11 games were offered on Crowdfunding (8 on Kickstarter and 3 on Gamefound).
Again this month, we have a sponsor for the Wargame Watch post in Blue Panther. Blue Panther is having a holiday sale starting Monday, November 3rd and running thru Wednesday, November 12th. Use the code BPN15 at checkout to get 15% off your entire order!
Blue Panther mostly offers printing services as owner Steve Jones has worked hard to partner with several fantastic game companies including Hollandspiele, Catastrophe Games, White Dog Games, War Diary Magazine, Schutze Games, Red Sash Games, The Historical Game Company, Homegrown Design and others to produce their games and get them out to your tables. But they are not just a printer as they also produce and publish their own games through the Blue Panther label. Their newest releases have included Tattered Flags No. 01: Into the Whirlpool from designer Hermann Luttmann, Raider Drop Zone: A Game of MAN versus ALIEN and THE INVASION of PLANET KRAKEN from designer Keith Tracton, The Struggle for Zorn: The Red Blight from Hermann Luttmann and The Pursuit of John Wilkes Booth from designer Wes Crawford. They have been busy and have plenty of games that they are in the process of finalizing and rolling out over the next few months. These games include the following (I will cover most of these in greater detail in the main body of the post below):
A Forlorn Hope from Wharf Rat Games – Crowdfunding in Feb 2026. A Hermann Luttmann design. Link: www.wharfratgames.com
Hermann Luttmann’s opus Dawn of the Zeds: Designer’s Edition will be along in Feb 2026.
Here’s a summary of what’s new/different/more better in Hermann’s latest opus.
What’s new in Dawn of the Zeds: Designer Edition!
1) Totally revamped Combat System. Two types of Combat Dice, Special Ability triggers, dice roll mitigation opportunities, and more tactical options for the player.
2) Special Ability mechanism. Every unit in the game has one or more Special Abilities.
3) Saving the Refugees helps out by generating a Town Guard unit.
4) New Town Guard civilians: more skilled and better armed than the regular Civilian units.
5) Two new Hero Units. Please welcome Emily Orozco, an aspiring LPGA golfer, and Dwayne “The Mountain” Gooden, a huge brawling bouncer, to the Farmingdale family.
6) Scenario Generation. There are multiple scenarios of varying difficulties, but each can be created and set up in only a few minutes. Each has three Acts and a Finale.
7) New Options For Playing
You can use Zeitgeist (Spirit) Token to re-roll Combat Dice, Change the mix of cards to change the difficulty level and Add a set of Optional Cards.
Increase or decrease deck size to change game length.
8) New Dedicated Multiplayer Mode for up to 4 players!
9) New Victory Point System that complements the normal narrative.
Here are a few exclusive “prototype” card art stills for Zeds. Character cards will be tarot-sized with a “healthy and a “wounded” side.
The Battle of Palmdale from Historic Wings. Yes, they did send interceptors after a drone in 1956 in the California desert. And now there’s a game on that. Less complex than other Historic Wing offerings. This is a COMPLETE game, not an upgrade kit. Releasing early November. Link: https://www.bluepantherllc.com/products/the-battle-of-palmdale
And Then The War Came from Larry Pinkerton Games. A grand strategic look at the US Civil War from one of Blue Panther’s newest clients. Coming late Nov/ early Dec. Link: https://www.bluepantherllc.com/products/and-the-war-came
The Road to Disunion: a joint Blue Panther/The Historical Game Company publication covering the US Civil War. This game uses the same system as French & Indian War and Road to Independence and will include 20+ custom dice. It’s Civil War Yatzhee! Coming 1Q 2026
David Kennedy is leading the charge on a commercial version of Constantine.
Black Flight Expansions from Historic Wings. The first one should be out before the end of the year.
And no, Steve says that he doesn’t plan to sleep until sometime between the end of holiday sales and the launch of Dawn of the Zeds.
One final thing, there is a Limited Time sale being offered from Catastrophe Games on the Blue Panther website. Check out many of these great games that you know we have played and enjoyed!
But now onto the games for November!
Pre-Order
1. Ikusa: Samurai Swords 40th Anniversary Edition from Renegade Game Studios Currently on Gamefound
Nostalgia is a real thing. I can remember when I was a pimple faced early teen and I played the heck out of the Gamemaster Series from Milton Bradley with titles such as Axis & Allies, Conquest of the Empire, Fortress America and one of my favorites Shogun (later renamed Samurai Swords). Well, Renegade Game Studios has acquired the licenses to these games and are working through updating and upgrading them and the most recent offering is Ikusa: Samurai Swords 40th Anniversary Edition.
From the game page, we read the following:
Shogun/Samurai Swords is the last game in the original Milton BradleyGamemaster series. It was later rereleased by HAH under the name Ikusa. The game focuses on the chaotic feudal society of Japan during the Middle Ages. Players play one of several factions that erupt into a civil war, trying to consolidate their strongholds and then defeat other armies for the right to be called Shogun, the supreme ruler.
In the game, players command forces on islands of feudal Japan. Player forces include provincial forces in the provinces and mobile armies commanded by daimyos. In each turn, players will allocate their koku into bids and purchases for the round. The round begins with the allocation of turn order, which is determined by bid, and in the case of tied bids, by player agreement or random draw. Then players other bids and payments are accounted for in purchases of castles and fortresses, drafting of new troops and ronin, and a bid for the lone ninja. Following the bids phase, players in turn order plan and execute attacks against enemy territories, with attacks resolved through die rolls. A player wins the game when he or she has captured a certain number of territories, either via straight conquest or by vanquishing the last of an opponent’s diamyos and taking over that player’s forces.
The game was originally published as Shogun and was later changed to Samurai Swords due to a name conflict with James Clavell’s Shogun. Ikusa is the latest iteration of the game.
I have already mashed the buy button this Kickstarter and if you are like me your desire to relive your childhood is strong and you will most likely be doing the same.
As of November 3rd, the Gamefound campaign has funded and raised $269,379 toward its $25,000 funding goal with 1,287 backers. The campaign will conclude on Tuesday, November 25, 2025 at 3:00pm EDT.
2. Battle Box – Napoleonic Wars from Adrian L. Sanjuan Currently on Kickstarter
Small and unique wargames are a rare commodity in our hobby of large and bloated 1,000 counter and multiple map monster games. Nothing wrong with bloated but sometimes it is nice to have a simple and quick set-up game that is interesting and fun to play. Well, I found this offering on Kickstarter called Battle Box – Napoleonic Wars and it simply looks amazing. It fits into a mint tin and seems to have a lot of flexibility and interest.
From the game page, we read the following:
Battle Box – Napoleonic Wars is a complete wargame in a small tin box that fits in your pocket. It includes armies, battlefield, rules and dice. Deploy your armies and march to victory!
24 unit blocks in two colours – red vs blue – representing infantry brigades, cavalry regiments, and artillery batteries.
18 terrain cards to generate random terrain or give form to your own designs and historical battlefields.
3 dice to keep track of the turn, fire your muskets, charge with fixed bayonets and brave enemy assaults.
1 set of rules to play in under 30 minutes that capture the tactics and flavour of Napoleonic warfare.
The set of 24 playing pieces divided in two colours (red and blue) to represent generic enemy armies which in our imagination can become French, British, Russian, Austrian, Spanish, etc. Different shaped blocks represent unit types: long blocks for infantry brigades, cubes for artillery batteries, and chevrons for cavalry regiments.
The primary aim of the rules is to facilitate fun and short battles during the Napoleonic Wars. Easy to learn but with a tactical depth that makes strategic choices decisive.
The rules pamphlet, front and back. Delivered both digitally and physically.
Command and control by zone on a grid, with rules for command friction appropriate for a battlefield filled with smoke. Suitable for solo play too.
Easy set of orders of quick resolution and unambiguous mechanics: March, Fire and Assault.
Simple terrain rules to add strategic interest to the battlefield.
Special characteristics and rules for each unit type, such as skirmishing infantry, mobile cavalry, and devastating canister artillery fire.
Optional rules to adjust your battles to your preferred level of complexity.
As of November 3rd, the Kickstarter campaign has funded and raised $8,248 toward its $266 funding goal with 270 backers. The campaign will conclude on Thursday, November 6, 2025 at 9:38am EDT.
3. Wars Across the World Boardgame from Avalon Digital Currently on Kickstarter
I am always interested in a game that attempts to deal with multiple battle across different wars, theaters and even eras. But, it always scares me a bit as well as it just seems difficult to make a system that will deal well with all of that. With that having been said, I am very interested in the new offering from Avalon Digital called Wars Across the World Boardgame. I am following this one and am keen to do a bit more research before I consider backing it.
From the game page, we read the following:
Imagine a wargame that lets you command any conflict from prehistoric skirmishes to futuristic battles without learning a new ruleset each time. Wars Across the World(WAW) does just that.
Inspired by the same well-respected process that SPI the classic wargame publisher used in their “Quad Games” like Napoleon at War, WAW brings this philosophy to a new level: a single flexible rules system that works for all wars, all eras, and even fantastical or sci-fi conflicts.
No more memorizing different rules for every game. Jump straight into the action. The components are consistent, gameplay is smooth, and learning new scenarios takes only minutes. Whether you are replaying history or exploring alternate plans, WAW lets you focus on strategy not rulebooks.
Image from Bull Run scenario. There is a separate map for each battle.
This board game brings the excitement of the popular PC game to your tabletop. With over 70 DLC scenarios available digitally, four of the most thrilling have been carefully adapted to deliver fast, strategic, and hands-on gameplay for face-to-face battles.
Built on the same unified system as Wars Across the World, you’ll jump straight into action without learning new rules, letting you focus on strategy and epic moments from the first turn.
Image of the map from the Bull Run scenario.
The game includes 4 total battles such as Hamilkar 264 BC, Bull Run 1861 AD, Normandy 1944 and Six Days War 1967. I will keep an eye on this one and hopefully we get a bit more information.
As of November 1st, the Kickstarter campaign has funded and raised $6,882 toward its $5,789 funding goal with 50 backers. The campaign will conclude on Monday, November 10, 2025 at 3:54am EDT.
4. Reformation: Fire and Faith from Neva Wargames
Neva Wargames is really exploring the space of wargame publishing and have games that are being worked on spanning all of history including modern and ancient. They also are looking at non-traditional topics to cover such as the Reformation. There newest pre-order offering is called Reformation: Fire and Faith and is designed by Clint Warren-Davey. I am keenly interested in this one and have been working with Clint to do an interview and maybe a series of other articles on strategies.
From the game page, we read the following:
Reformation: Fire and Faith is a game about the wars and religious struggles that raged in Europe from 1517 to 1555. This time saw the Protestant Reformation sparked by the renegade monk Martin Luther and the subsequent Wars of Religion in Germany and elsewhere, as Christianity was shaken to its core on. It saw numerous wars between the great powers of Europe regardless of religious affiliation. The Ottoman Empire was at its height and threatened the Christian world from the south-east, while at the same time new lands were discovered in the Americas that started a race for colonial expansion. In this game, 2 to 6 players will use their Armies, Fleets, Followers and Churches in an attempt to achieve their victory conditions and attain the most Victory Points (VP). It plays in about 60-90 minutes. The rules are very simple and easy to teach as the game was originally designed for use in a high school setting by the highly experienced game designer and teacher, Clint Warren-Davey. The game includes 6 unique Factions that are all competing for dominance in their own way.
The Protestants are a religious faction that will spread quickly across Germany, France, and England. Their power lies not in wealth or armies but in the growing number of followers, inspired by translated Bibles and fiery preaching. They challenge the Papacy in debate, rally believers in towns and cities, and use knowledge to build momentum, striving to reform Christendom from within.
The Papacy is the spiritual heart of Catholicism, seeking to defend the old faith and counter the Protestant tide. Building churches and leading theological debates, it uses both persuasion and authority to strengthen Catholicism. The Papacy can recruit armies or fleets, when necessary, but its greatest power lies in guiding the faithful, removing heresy, and ensuring that the Church remains supreme across Europe.
The Habsburgs are the mightiest dynasty of 16th-century Europe, commanding vast armies and rich fleets. Their empire stretches across the continent and beyond the seas, granting them unmatched opportunities for trade and exploration. They are staunch defenders of Catholicism, persecuting Protestant dissent wherever their soldiers march, while seeking both glory and wealth through conquest and discovery.
England is a kingdom on the rise, seeking to expand its influence at home and abroad. With fleets exploring distant oceans, it can gain wealth from discovery and piracy, especially against rivals like Habsburg Spain. England balances Catholic traditions with Protestant stirrings, wielding both persecution and reform as tools of statecraft. Its armies, fleets, and wealth all aim to secure dominance in Europe and across the seas.
France is a powerful Catholic kingdom that balances rivalry with the Habsburgs and its role as a defender of the faith. Its fleets sail outward in search of wealth and glory, while its armies suppress Protestant dissent at home. France can raid and pirate against Habsburg fleets, undermining their strength in the Atlantic. With both political and religious stakes at hand, France is torn between tradition and the winds of change.
The Ottoman Empire is a formidable Muslim power on Europe’s eastern flank, threatening Christendom with vast armies and mighty fleets. Its naval strength dominates the Mediterranean, allowing it to raid Catholic shipping and undermine the Habsburgs at sea. The Ottomans care little for Europe’s religious squabbles, focusing instead on conquest, power, and wealth to expand their empire into both Europe and beyond.
5. Ancient Civilizations of East Asia from GMT Games Games
Do you like a little bit of chaos and unpredictability in your game play? Or do you prefer a game with scheming, subtlety and a little bit of turnabout? I may have a game for you that has a bit of both in it. Ancient Civilizations of East Asia is a lite civilization building game that sees 1-6 players take on the role of an ancient power to see if they can build up their civilization and conquer the opposing great civilizations of the ancient East. The game uses the same system as the first 2 games in the series called Ancient Civilizations of the Inner Sea and Ancient Civilizations of the Middle East but does add some new tricks. The game is about competition to gain the most area in the ancient world, spreading your cultures influence and religion and reaping the economic benefits of your conquests. This competition comes in the form of gaining Victory Points through building cities and acquiring gods and sacking and looting cities through war and domination of the sea.
From the game page, we read the following:
When getting ready to play the next game of GMT’s Ancient Civilization Series, check your feelings at the temple door as you and up to five other players hurl floods, plagues, volcanoes and earthquakes of truly karmic proportions at each other and then send hordes of rampaging ravenous barbarians to loot and pillage what remains in this “Take That!” game not of merely civilization BUILDING but primarily of civilization SURVIVAL!
With Ancient Civilizations of East Asia , you will struggle to build, conquer, and most of all SURVIVE this epic clash of cultures and peoples on a map that stretches from Java to Japan, and from the shores of the Philippine Sea to the slopes of the Himalayas. It is a “Take That!” game, which simulates the historic forces, both natural and man-made, which so ravaged and stultified civilizations’ progress.
Four Epochs and 19 Civilizations to Choose From (or design your own Civilization). Just as with Ancient Civilizations of the Inner Sea, Ancient Civilizations of the Middle East, and now the forthcoming Ancient Civilizations of East Asia , there are many civilization options within China and its peripheral areas through four Epochs from the Bronze Age to 1000 A.D. As one of far flung East Asian civilizations who are able to expand towards one another, or with a scenario placing player civilizations in close proximity (a kind of “steel cage match”), each gamer may choose whether to directly compete with one another or intensify their own internal development (more to come regarding that).
ACEA provides nineteen (19!) civilizations to choose from. Each has one or more unique attributes. Here’s a table listing them with their optional Epoch alignment(s):
Customizable Game Length. ACEA’s game length is customizable. Players set the length of their game. They need not play all four Epochs but may instead choose to play until an agreed upon amount of time, number of turns or Epochs completed, a chosen level of victory points reached, a “sudden death” optional victory condition met, or if one player achieves the “Mandate of Heaven.” No matter how long or short your game is, it is a COMPLETE game.
What’s New (and different) from previous GMT Ancient Civilizations Games? Please note ACEA has differences from its two series predecessors: although it shares the same basic game structure. Steppe land is “normal” terrain along with Mountains, Fertile, Desert, and Sea areas. The game adds rain forest (jungle), mainly in SE Asia and its surrounding islands. There is the option to improve mountains with terracing for better disk growth, build workshops to increase income from cities (for luxury goods like silk and porcelain as well as weapons of all sorts). ACEA money is identified as “taels”: the measure of fungible wealth in this game versus ACME‘s “mina” and ACIS‘ “talents”.
The game allows players to compete to build a Great Wall or Grand Canal, although they’re not required to be placed in their historic locations. There are buildable fortified zones to protect Land Areas from barbarians as well as discourage encroachment by other civilizations. Also included is the famous Silk Road which can generate player wealth.
Raise Your Culture to Defend Your Civilization. Culture Tracks, an optional feature for the previous two games of the series is intrinsic to ACEA‘s basic rules. It is no longer an option but an intrinsic and vital part of gameplay. Develop your civilization’s culture to gain benefits as well as better fend off disasters and your opponent’s card play. For example, should a civilization sufficiently advance on at least one of the three Culture Tracks, it can “Culturally Absorb” a Barbarian (Black Disk) controlled land area or, with requisite wealth (tael), simply avert an area’s Barbarian invasion through bribery. You can learn more about the “Ancient Civs” Culture Tracks, currently an optional rule for ACIS and ACME, here.
No Wonders or Deities – but Philosophies! This game does not have the Wonders (ACIS) or Deities (ACME) of its predecessors. Instead, with Ancient Civilizations of East Asia players have a choice of philosophies that provide their civilization with better growth or income, or a hybrid of the two. This game adds a lot more options for players.
Entirely New Cards (and Concepts). The game’s Fate Cards, called Karma Cards in ACEA, remain a major factor in inflicting chaos as well as rewards. These include a new design concept of “Persistency”: that is, a card’s good or ill effects could be sustained into a second turn or more.
Last Place is Not Necessarily a Bad Thing – or a Losing Position. As with the previous games of the series, the player in last place is the one who decides how the really bad “Must Play” cards are used (e.g. where a Barbarian Invasion strikes!). Furthermore, if your civilization is succumbing to decay and/or a host of manmade and/or natural disasters, do not despair! A player can invoke ACEA’s “Golden Egg” Rule to re-enter the game as a different civilization while keeping, and building upon, the player’s accumulated VPs up to that point.
Many Games in One. Ancient Civilizations of East Asia includes pre-set scenarios. Alternately, players can set up their own game parameters. ACEA is a “sandbox” design offering much flexibility with one to six players in terms of play style and circumstance.
There are FULL SOLO RULES for every setup and scenario allowing for solitaire play as well as games with a mix of human and non-player civilizations to choose from – along with options to “design your own” civilization. Recreate the epic wars from the Romance of the Three Kingdoms and the Unification of China, fend off (or be!) invaders from the steppes or from the seas, carve out an empire from the jungles around the mighty Mekong, or try an Exploration scenario that begins with an empty map luring you to search for new civilizations and great treasure and to boldly go where…you know.
We have played both of the games in the Ancient Civilizations Series, and while they are interesting, I have always felt that they are too lite and a bit too random for my tastes. I am looking forward to this volume as it seems they have made some changes and additions that might ratchet up the game.
While I have not played a bunch of games focused on the Punic War, the few that I have are very good and I am always interested in a good Ancients combat game. This month they announced a new 2nd Punic War game called Punicus: The Second Punic War designed by a newcomer in Carlos Oliveras. I am very eager to learn more about this one and will be reaching out to Carlos for an interview.
From the game page, we read the following:
Punicus recreates one of the most dramatic and pivotal conflicts of the ancient world: the epic struggle between Carthage and Rome during the Second Punic War. From Hannibal’s legendary crossing of the Alps to Scipio’s decisive victory at Zama, this strategic block wargame immerses you in the fierce battles and diplomatic intrigue that shaped the destiny of the Mediterranean. Players take on the roles of Carthage and Rome, commanding armies, managing resources, and competing for control of key cities and territories. Victory hinges on accumulating Prestige through tactical brilliance, diplomacy, piracy, siege-craft, and military conquest.
Punicus is a two-player historical strategy game based on the mechanics and concepts of Craig Besinque’s Hellenes, adapted specifically to the theater of the Second Punic War. Cards can be played for their Events or to generate Action Points used to recruit new unit blocks and maneuver armies across the map to engage in battle and besiege enemy cities. In addition to these core systems, players will engage in new actions such as piracy and diplomacy, and manage special projects on their player boards that shape the strategic development of their side.
Players are constantly faced with choices that carry lasting consequences—for instance, will they commit their limited resources to military efforts on the map, or invest in strategic projects that may shape the outcome of the war in later turns? Will they play the Catapults card to begin constructing siege weapons, or spend the card’s Action Points immediately instead? Building on the clear and elegant rules of Hellenes, Punicus balances deep historical flavor and narrative immersion with streamlined gameplay, providing an engaging experience for both veteran and new wargamers.
Each game year in Punicus is divided into five seasonal turns—Spring, Summer, High Summer, Fall, and Winter. At the start of the year, players draw a new hand of cards and resolve the New Year segment, each secretly playing a card as an Event, a Sacrifice, or for Research. During each seasonal turn, players alternate taking actions after determining initiative. Cards can be played either for their Event effect—triggering historical or tactical shifts—or for their Action Points, which are spent on Movement, Building, Diplomacy, or Production. As the year progresses, players must carefully manage limited resources across a wide range of operations, culminating in Winter, when all units must return to safe locations or be disbanded if not maintained.
I have played several of Craig Besinque’s block wargames, including T&T and C&C, and the systems are great so I would expect this one to also be good as it uses them.
7. Fields of Fire Deluxe Edition 2nd Printing from GMT Games
Fields of Fire is a solitaire game designed by Ben Hull that allows players to simulate squad level actions on various battlefields in different wars such as World War II, Korea and Vietnam. The game is very complex and has a rulebook that is around 60 pages in length. The common complaint over the past 15 years since its release in 2008 has been that the rulebook is hard to follow and the game suffers because of that problem. Well, in the Monthly Update, we found out that they are working on the 2nd Printing of the new and improved and expanded Deluxe Edition for Fields of Fire Volume I.
From the game page, we read the following:
Fields of Fire Deluxe Edition is an expanded and improved edition of Fields of Fire Volume I. Based on the past 15 years of feedback, hundreds of hours of playtesting, and long discussions with the design team, the Deluxe Edition presents Ben Hull’s masterpiece of tactical infantry command in a way that is accessible to the modern gamer while retaining all of the deep complexity that veteran players have grown to love over the years.
New features include:
A Rewritten Series Rulebook. The Deluxe Edition comes with a rewritten 3rd Edition ruleset, packed with examples, diagrams, and clarifying notes while maintaining continuity with the 2nd Edition rules. Series Developers Andrew Stead and Colin Parsons have worked to eliminate ambiguities and edge cases throughout, creating a much improved reference manual for play.
Training Material. While Fields of Fire has a reputation of being difficult to learn, the Field Manuals make it easy. Each chapter in the Basic Training Field Manual incrementally introduces new rules through training exercises that teach you the basics of infantry combat. In the Advanced Operations Field Manual you’ll find guides on setting up for air assaults, defensive missions, and making the best use of supporting vehicles.
A Full Stand-Alone Mission. Keep Up the Fire! is a WWII based stand-alone mission tailored towards easing new company commanders into the full game. This mission can be played repeatedly with a variety of simplified rules to allow you to adjust to the full historical campaigns.
Four Fully Redesigned Mission Books. Refining and improving the new campaign book format that began with Fields of Fire: The Bulge Campaign, the Normandy, Heartbreak Ridge, Naktong River, and Vietnam campaigns are presented in a clarified and expanded manner featuring newly written background notes and additional features for this edition.
Over 200 updated counters plus various additional reference markers and new units.
New elevation cards to enhance the Heartbreak Ridge campaign.
A completely new set of redesigned player aids including new charts, logsheets, Command Display, and air assault planning cards.
A 3.5″ Game Box
I have now finally played this one and I can say that it was amazing and really surpassed my expectations. While I had Alexander to hold my hand and guide me through the game, teaching me the rules and the system as we went, I really feel like I have it down and will be able to continue playing again.
Here is a link to our joint RAW video after our mutual play:
8. Echo Team: Spearhead from Black Mask Verlag Currently on Gamefound
While attending the SPIEL Essen Game Fair over the past couple of weeks, we met up with the designer of a new modern tactical game called Echo Team: Spearhead. While we didn’t get to play the game, we did get a rules introduction and also got a good look at the components and they are gorgeous. The system is a card driven system and it really looks to be quite interactive.
From the game page, we read the following:
Echo Team: Spearhead is a tactical wargame where battles take place in and around urban terrain. You take command of a Delta Force unit that conducts operations around the world. The opponents are, for example, Somali warlords, members of the Mexican Minola cartel or units of ISIS West Africa.
Echo Team: Spearhead is a card-driven board game. The two players play one or more “Command” cards from their hand to activate their units on the game board for various military functions or to trigger events. The players try to achieve victory by moving their combat units around the game board to attack common combat units, rescue hostages, destroy objectives or repel attacks.
In Echo Team: Spearhead there are variable turn events controlled by cards. Events such as weather, reinforcements or the number of command points can vary and occur at random intervals to add a little uncertainty to each player’s perfect plan.
SCALE: Each hex on an Echo Team: Spearhead map is approximately 150 feet long. Each full player phase abstractly represents several minutes of real time. Each full player phase abstractly represents 10-15 minutes of real time.
Each Delta Team unit is represented in-game as a single entity/person, along with their individual primary and secondary weapons. Enemy units are represented as a 2-man team or a 5-man team.
This game is really going to be great and I could feel the designer Christian’s passion for the subject and his chosen system. I am going to back this one and I would recommend you give it a hard look as well. There is a fully developed solitaire system and you can play this one by your lonesome.
As of November 3rd, the Kickstarter campaign has funded and raised €13,726 ($15,799 in US Dollars) toward its ($14,388 in US Dollars) funding goal with 159 backers. The campaign will conclude on Friday, November 21, 2025 at 6:00am EDT.
9. B-17 Flying Fortress: The Bloody 100th Board Game from MicroProse Currently on Kickstarter
We all are fascinated with the B-17 Flying Fortress from World War II. Admit it! And there have been several games on the subject, all mimicking the original B-17 Queen of the Skies. In fact, right this minute there are 2 Crowdfunding campaigns with games on the subject (the other one is from Worthington Publishing and recently finished). But, MicroProse is now getting in on the act and their version frankly looks pretty good! Where this one differs from the others is that it appears to be a Cooperative Game for 2-4 players and also has a solo mode.
From the game page, we read the following:
B-17 Flying Fortress: The Bloody 100th Board Game Edition invites you to step into the boots of a WWII bomber crew, managing every facet of a harrowing mission deep into enemy-controlled Europe. This cooperative board game tests tactical mettle and communication under fire as you:
Survive the onslaught: Endure intense flak bombardments, outmaneuver Luftwaffe fighters, and manage critical aircraft damage.
Coordinate critical roles: Pilot, bombardier, gunner—every crew member’s task is vital to keep your Fortress flying strong.
Balance resources: Carefully manage fuel, emergency kits, repairs, and morale as you stare down impossible odds.
Lead escort squadrons: Command protective fighters as they shield your crew from enemy interceptions.
Work as a team or crumble in chaos: Communication is your lifeline; the mission hangs by threads of teamwork and strategy. Every mission throws fresh challenges and tests your limits. Will you return as war heroes—or fall in flames?
As of November 3rd, the Kickstarter campaign has raised $64,156 toward its $9,886 funding goal with 826 backers. The campaign will conclude on Saturday, November 15, 2025 at 1:00pm EDT.
10. The Great War Card Game: 2nd Edition from Lombardy Studios Currently on Kickstarter
We really enjoy games covering World War I and we also like smaller filler cards games that can be played in 30-40 minutes for after we have played a large operational scale hex and counter wargame and just want a simple game to cool down with. A few years ago, there was a successful Kickstarter for a new card game called The Great War designed by Dana Lombardy and Rodger MacGowan. That game is now being brought back to Kickstarter for a 2nd Edition.
From the game page, we read the following:
Briefly, each card has a value or “battle points” shown in a circle on that card. There are also icons that indicate whether a card can be used to attack (arrow), or cancel an enemy card (X), or be added to other cards (+) such as Observation Balloons added to artillery – a “force multiplier” in today’s military terms.
Here is a simple video tutorial put together for the Kickstarter campaign with one of the designers Dana Lombardy:
The expanded v2 games include revised rules for faster learning, larger card art that includes historical context for the cards, and a totally new illustrated historical guidebook about the war. Other World War One collectibles listed below are available as pledge levels or add-ons.
The Illustrated WW1 guidebook includes a suggested reading list.
The second edition of MacGowan and Lombardy’s The Great War Card Game features large tarot-size cards compared to the original 2021 poker-size cards. If you bought the first edition of The Great War you can still play the 2nd Edition game using the original 2021 cards. The new 2nd Edition rules are simpler and can be downloaded for FREE when they are posted after this Kickstarter campaign ends.
In addition to the 2nd Edition of the game, there are also a ton of add-ons that include mini-wargames, books and other collectibles.
As of November 3rd, the Kickstarter campaign has funded and raised $5,824 toward its $2,999 funding goal with 63 backers. The campaign will conclude on Monday, November 17, 2025 at 10:52am EDT.
11. Devil of a Job Print and Play from Matt White Currently on Kickstarter
A few years ago, we posted an interview with Matt White, who is a very talented graphic artist and budding game designer, that focused on his artistic talents and love of tanks. He has since designed several very interesting small scale wargames, with his most recent series being a World War II tactical wargame series for 1-2 players pitting the British Airborne versus the German Wehrmacht called Until the Bitter End. He then designed the next entry in that series called Until the Bitter End – US Airborne followed by Until the Bitter End – Tanks. He has also done a few others including Would Be Aces, Operation Biting and Today Another Battle. Recently, he announced his next game called Devil of a Job that deals with Operation Tonga during the D-Day Landings.
From the game page, we read the following:
Welcome to Devil of a Job, a solitaire World War II print and play wargame. In this game you are in command of a group of British Airborne on a daring raid in enemy-occupied France on D-Day to capture and hold two key strategic bridges. As part of Operation Tonga these were key objectives that had to be captured intact, to help allow Allied troops to break out from the landing beaches.
“I found offering my thanks to these chaps for a devil of a job” Major John Howard (from his diary).
Having left their landed gliders the Airborne units rush to challenge the defending Germans at the bridge over the Caen Canal
You must lead your squads, after hopefully surviving the danger and threat of their glider landings, across to the bridges, and engage the enemy. You must secure those bridges, remove enemy explosives on the bridges and then defend them from enemy counter attacks before the allied reinforcements arrive.
Defending the bridge at the Orne Canal against the oncoming German forces
The game includes the two famous bridges – both the bridge at the Caen Canal (which became later known as the Pegasus Bridge) and also the bridge at the River Orne. You can either play them separately or combined.
This is a standalone game in my series of WW2 print and play games. All of the digital PDF files are included (you simply print it out, provide yourself with a couple of regular six sided dice and a pencil).
Game all made and ready to play! You can either play both maps separately or simultaneously
The game is quick to setup and play, with a scenario taking around a hour to play and requires very little space.
This one appears to be another banger from Matt and I am very much interested in it as always. You will notice that the art is phenomenal as Matt does the game design and the art. He is multi-talented and his games are very good.
As of November 3rd, the Kickstarter campaign has funded and raised $3,364 toward its $170 funding goal with 121 backers. The campaign will conclude on Thursday, November 13, 2025 at 4:00pm EDT.
12. Thermopylae: Last Stand Print and Play from Solo Wargame Currently on Kickstarter
Martin Melbardis began his design career with Campaign: Fall Blau from Catastrophe Games. This was a very interesting little dice chucking solitaire game on Operation Barbarossa during WWII. Since that time, he has started his own independent wargame company called Solo Wargame and has designed 10 different and very interesting roll and write wargames on a plethora of subjects including World War I (Trench Tactics), World War II (Operation Barbarossa, Lone Wolf: U-Boat Command and War in the Pacific), Napoleonic Wars (Siege Works), the Crusades (Crusade: Road to Jerusalem) and Ancient Rome (Rome Must Fall). His newest game called Thermopylae: Last Stand is focused on the the desperate stand of the 300 Spartans and their Greek allies at the Hot Gates against the might and weight of the Persian Empire.
From the game page, we read the following:
In Thermopylae: Last Stand, you step into the sandals of King Leonidas, commanding his 300 Spartan hoplites and their Greek allies in a desperate stand at the narrow pass of Thermopylae. The Persian army under Xerxes vastly outnumbers you, and each turn brings relentless pressure: infantry charges, volleys of arrows, and the dreaded Immortals. Your challenge is to hold the line, preserve the cohesion of your phalanx, and decide when to sacrifice men for the greater good.
But the pass is not your only worry. A hidden mountain road threatens to outflank your army if left unguarded. Every decision whether to reinforce the main defense or commit men to the guard the hidden road carries lasting consequences. Fast, dice-driven combat and a puzzle-like formation system put you in Leonidas’ position, forcing you to weigh survival against glory. Can you hold out longer than three heroic days, or change history in an epic last stand?
Here is the Thermopylae: Last Stand game sheet, which contains everything you need to jump right into the action and play. Gather your forces, prepare your strategy, and relive one of history’s most legendary battles right on your table!
Here is a playthrough video from the designer to get an idea for the game and how it plays:
I have already backed this one as I love the historical event (who doesn’t, right?) and have had a good experience with 2 of his other games including War in the Pacific and Siege Works.
As of November 3rd, the Kickstarter campaign has funded and raised $1,543 toward its $71 funding goal with 239 backers. The campaign will conclude on Tuesday, November 4, 2025 at 11:58pm EDT.
13. Rising Dragon: Platoon Level Combat in 2034 from Flying Pig Games Coming to Kickstarter November 11th
Several years ago, we played a very fresh and innovative wargame called Armageddon War, which is a platoon level scenario based game set in the near future. The game focuses on the Mid-East, pitting Israelis, Russians, and Americans against age-old adversaries. The game felt very fresh and new as it adds a few new tricks to a tried and true hex and counter tactical wargame system. And Flying Pig Games pulled out all of the stops on production with huge hexes, beautifully large counters and custom dice. Now, finally, Flying Pig Games and Greg Porter are unveiling the next volume in this series called Rising Dragon: Platoon Level Combat in 2034 and it looks awesome!
From the game page, we read the following:
October 1, 2034 marks the beginning of the conflict that unfolds in Rising Dragon, a standalone game and campaign setting for the Armageddon WarSystem. With the United States turning inward in the wake of the catastrophic ‘Armageddon War’, China seizes the moment to assert its territorial claims, letting the world know that it is now the unchallenged power in the region. This sets the stage for a military showdown that spans East Asia, with Taiwan at the epicenter.
Platoon Level
Scale of 150 meters per hex
15 minutes per turn
Continuous Chit-pull Activation
18 stamped dice for combat resolution
Naval, amphibious, and urban conflicts
Age: 14+
Players: 2
Playing Time: 1-3 Hours
Scenario based
The game introduces cutting-edge technologies, including hypersonic missiles, advanced amphibious operations, and features detailed maps that bring the battlegrounds of Taiwan and the wider region to life. Scenarios include the Chinese invasion of Taiwan, where hypersonic missile systems like the PRC Heaven Sword devastate Taiwanese defenses.
OPLAN 5027 Supplement
OPLAN 5027 expands the conflict further, introducing North and South Korean hostilities, where players can engage in both the defense and offense of Korea’s border zones. With Rising Dragon, players can immerse themselves in a fast-paced, near-future conflict, where technological advancements and strategic decision-making determine the fate of East Asia.
Gameplay is continuous and fluid. There are no turns, just continuous activations. The intensity of a unit’s close combat modifier is determined not only by its weapons but also by the tactics you choose to use for the assault or defense, and when you fire on a unit, it has the option of taking cover or returning fire. The number of dice and the color of dice rolled, determine the number of hits.
Formations are activated by chit draw (nothing new there), but returned to the draw cup not at the end of a turn, but rather in a continuous manner. When chosen, a formation marker is placed on the activation track, to the right of the last-drawn formation. When only one chit remains in the cup, the two leftmost chits are returned to the draw cup. Simple, continuous.
The Kickstarter is planned to launch on Tuesday, November 11th (Veteran’s Day) at 12:00 noon EST.
14. Battles in the Age of Reason: Battles for Quebec from Clash of Arms Games
Big monster wargame alert! I came across this beauty while perusing the interwebs last week and immediately brought it to the attention of Alexander as he is on a bit of a Renaissance kick recently. This is a big one but actually not as big as it seems. Battles for Quebec takes a look at 3 battles from the Age of Reason between 1759 and 1775 dealing with the French & Indian War, 7 Years War and the American Revolutionary War.
From the game page, we read the following:
Battles for Quebec is Clash of Arms’ tenth installment of the award-winning Battles in the Age of Reason (BAR) Series. It includes three battles and seven scenarios.
The Plains of Abraham (13 September 1759). This includes the famous morning clash on the heights: Montcalm vs. Wolfe. It also includes a scenario that starts with the first British landing, in which gamers play out the entire day’s battle and see what could have happened.
Sainte Foy (29 April 1760). Three scenarios represent this largely forgotten battle in which the French had one last chance to defeat the British and possibly retake Quebec. This is a classic BAR battle on the frozen plains outside Quebec.
Assault on Quebec (31 December 1775). In a very different battle for the series, American forces are trying to assault Quebec at night in a blizzard. The fate of the fourteenth colony is at stake. This close battle will challenge the most experienced BAR gamers, and includes a scenario with hidden forces for a complete fog of war experience.
Meticulously researched, including the use of primary sources to determine the delicate details of the battles, Battles for Quebec is a thorough treatment of these battles, represented at a depth that has never been seen before in wargaming.
I am a bit confused about whether this is a pre-order or available now so I added it to this section. The game looks amazing and big and I am very much interested in it. I currently have it in my cart and am looking to mash that buy button!
If you are interested in Battles in the Age of Reason: Battles for Quebec, you can pre-order a copy for $99.50 from the Clash of Arms Games website at the following link: https://www.clashofarms.com/BAR_Quebec.html
15. First Man in Rome– Strategikon Book II: The Civil War and the Fall of the Republic from Thin Red Line Games
If you are a monster wargame fan then you are probably familiar with Thin Red Line Games and the genius behind the madness Fabrizio Vianello. They are a small but passionate publisher and my favorite thing about them is that Fabrizio speaks in his military jargon so fluently that it is such a thematic boost to the games they produce. Over the past couple of years, we have posted interviews with Fabrizio covering their Cold War Gone Hot games called Die Festung Hamburg and In a Dark Wood as well as the first game in a new Ancients series called The Fate of All: Alexander’s Campaign Against the Persian Empire. Following along in that Strategikon Series is the new volume called First Man in Rome that was just announced.
From the game page, we read the following:
Citizens, the creation of the great mosaic depicting the beleagured civil war between Caius Iulius Caesar and Cneo Pompeius Magnus continues!
As already discussed in the Senate, we intend to represent the entire civil war, from the crossing of the Rubicon in 49BC to the defeat of the last Pompeian forces in Spain in 45BC. So it’s not just a glimpse of this epic confrontation, but the whole struggle for the greater good of the Res Publica.
I can now share some details on the map, almost at its conclusion. The map will be probably divided in six parts, each one with the size of a “standard” map. Due to the enormous extension of the conflict, the scale has been increased from 30km to 60km per hex, and the rules will be adjusted accordingly.
I know that this is not much detail but I am working on an interview with Fabrizio that should be up on the blog in the next few weeks with much more information.
If you are interested in First Man in Rome– Strategikon Book II: The Civil War and the Fall of the Republic, you are encouraged by the designer to reserve a copy immediately by writing a votive tablet (email) to info@TRLGames.com! Don’t miss your chance to join the Legions and defend the Res Publica!
16. Queen of Spies from Salt & Pepper Games Coming to Gamefound in November
From the dynamic duo of David Thompson (Undaunted Series, Valiant Defense Series, General Orders Series and more!) and Liz Davidson (budding designer and operator of Beyond Solitaire YouTube Channel), comes the second game in their collaborations called Queen of Spies. Queen of Spies deals with the operation of a spy ring during World War I set in occupied Belgium. It looks very interesting and I am very eager to see more of this one!
From the game page, we read the following:
Queen of Spies is a solo, story-driven board game of espionage and daring missions set in occupied Belgium during the First World War.
You play as Alice — a former journalist turned spymaster — who runs a secret network from the quiet town of Saint-François de Sales. From the shadows, you’ll recruit courageous operatives, train them in specialized skills, and deploy them across enemy lines to gather intelligence, disrupt plans, and complete critical missions before time runs out.
The game is told through several independent stories, each divided into three tense chapters. Each chapter takes around 20 minutes to play, and completing a full story provides a thrilling, hour-long narrative experience — perfect for solo players who want cinematic tension in a flexible format.
Your decisions shape how each story unfolds: who you recruit, where you strike, and how you adapt when things go wrong. Every mission carries risk, every operative is valuable, and the fate of your entire network may depend on a single move. Will you stay hidden long enough to turn the tide of war — or will the enemy close in before your mission is complete?
I am being provided with a prototype copy of the game to play and review and am very much interested in getting into this. I also am going to be working on an interview with Liz (I will let David off on this one).
I have not heard a specific launch date so I will update this post once that is announced.
17. True Command from Catastrophe Games Coming to Kickstarter in November
While attending Buckeye Game Fest earlier this year, we were able to play a new tactical system designed by Tim Densham called True Command from Catastrophe Games, which is a unique and interesting tactical level game where players have 3-6 brigades or regiments they command, who each each have their own commander. Good commanders with more stars (from 1-3) bring greater flexibility to battles, allowing their units to roll more and better dice (which are custom) to fight off larger and stronger units.
From the game page, we read the following:
In True Command you are in charge of the 3-6 brigades or regiments working for you, each with their own commander. Good commanders bring flexibility to battles, allowing their unit to go toe to toe with larger or stronger units. You also direct your scouts/recon to fight for information, cover your flank, or capture objectives on their own. Clever use of scouts will allow you to figure out the enemies objectives and order of battle before they understand yours, giving you a clear advantage on the battlefield.
Each scenario begins with both sides randomly being assigned their mission. Easy missions mean a smaller Order of Battle, while tough missions plus-up your forces. Then you choose your Implied Task, an additional way of earning victory. A key part of each game is trying to find out what you think the other commanders mission and implied task is, although sometimes it cannot be determined until the game ends.
Each turn is conducted by randomly pulling actions from a bag, with half being for you and the other half your opponent, while adding 3 random turn shortening actions as well. You will never know when the turn will end. Finally, both sides have divisional staff officers to assist you. You draw them randomly from your staff bag, hoping to get the critical assistance that you need, hoping to avoid drawing the dreaded “friction” markers, which waste that action instead. Depending on the scenario, one side may have a much better staff than the other (much less friction that is), but since it is random, a poor staff can still occasionally pull off miracles.
One key aspect of the staff is that you can store staff actions under in a “plan”, waiting for the Plans Officer to allow you to unleash your plan. This will let you take a serious of actions in a row, potentially dramatically changing the battlefield’s geometry and combat.
We actually very much enjoyed the game as it really has some very interesting mechanics at play. I know that Tim thought we didn’t like it but we had an issue with the balancing of one of the scenarios.
Prototype components.
Each scenario begins with both sides randomly being assigned their mission and also a secondary objective. I think one of the most important parts of the game is trying discern what you think the other commander’s mission is.
Each turn is conducted by randomly pulling actions from a bag, with half being for you and the other half your opponent, while adding 3 random turn shortening actions as well in the form of black chits. You will never know when the turn will end and this random activation is a very well done part of the game.
Finally, both sides have divisional staff officers to assist and bring additional resources to the battle. You draw them randomly from a staff bag, hoping to get the critical assistance that you need, and also hoping to avoid drawing the dreaded friction markers, which waste that action instead. We very much enjoyed what the game was trying to do and we offered several points of recommended changes but I think they have something with this one.
I have not heard a specific launch date so I will update this post once that is announced.
New Release
1. NORAD 3 (3rd Edition) from Lombardy Studios
Not often does a game get a 3rd Edition printing! But, sometimes the classics are given this treatment and the games are well received and even much anticipated. Well, the classic NORAD designed by legend Dana Lombardy has been recently given a 3rd Edition treatment in the Japanese language wargame magazine Banzai. This new 3rd Edition game can be purchased from the Lombardy Studios website currently minus the magazine.
From the game page, we read the following:
The original 1973 publication of Dana Lombardy’s “nuclear checkers” has been greatly improved and enhanced by BANZAI magazine with:
Gorgeous new full-color graphics.
Expanded game map that now shows the USSR as well as the USA targets.
New playing pieces that represent USA bombers and USSR fighters.
Illustrated rulebook in English that includes optional rules for NORAD and Dana’s 1973 designer’s notes.
Plus new rules for the Soviet Home Defense forces and NATO expansion game by Yasushi Nakaguro
BONUS: Dana has written a backstory about creating the 1973 game and describes its 1977-2024 versions and a mini tournament held in the Basque area of Spain in 2020.
If you are interested in NORAD 3 (3rd Edition), you can order a copy for $50.00 from the Lombardy Studios website at the following link: https://lombardystudios.com/norad-3/
2. Dawn of Battle: Epic Combat! from Relative Range
A few years ago, Worthington Publishing released a new game called Dawn of Battle designed by Mike Nagel. The game was HUGE size wise containing dozens of playable historic scenarios. The game allows players to refight various historical battles from 1500 BC to 1500 AD or a range of 3,000 years of combat. Players take the roles of the great commanders of history, including Xerxes, Alexander the Great, Julius Caesar, Saladin, and William Wallace. Since that time, Blue Panther has agreed to print the game in a new Designer’s Edition and also have added some new content to an already large amount of scenarios and counters. Recently they announced a new Scenario Pack Expansion, which includes MORE scenarios, called Dawn of Battle: Epic Combat! and well it appears to be pretty EPIC!
From the game page, we read the following:
Massive battles can now be played using Epic Combat! This expansion for Dawn of Battle: Designer’s Edition provides all you need to create massive battles suitable for two teams of up to four players each,m but still manageable by two stout warriors.
This expansion includes a second map that is placed side-by-side the existing map from your Dawn of Battle game, along with two more sets of counters, expanding the sizes of your armies to a massive scale.
To help manage your hordes, an upgraded command system has been created that employs a unique set of command action cards and courageous heroes to extend and maintain a general’s control of their army.
Also included are a requested set of errata counters and cards that correct issues found in early copies of the Designer’s Edition.
Epic-sized scenarios included with this expansion are:
Qarqar (Assyria vs. Damascus, 853 BCE)
Gaugamela (Macedonia vs Persia, 331 BCE)
Sentinum (Romans vs Samnites, 285 BCE)
Raphia (Selucids vs Egypt, 217 BCE)
Pydna (Antigonids vs Romans, 168 BCE)
Pharsalus (Populares vs Optimates, 48 BCE)
Guidelines are included that allow players to convert any of the dozens of scenarios available for Dawn of Battle to epic proportions.
Now you can play truly massive engagements from the earliest periods of warfare to the dawn of gun powder, using Dawn of Battle: Epic Combat!.
Keep in mind that Dawn of Battle: Epic Combat! requires the base game of Dawn of Battle: Designer’s Edition to play, which is sold separately.
3. The Battle of Bentonville, March 19-21, 1865, North Carolina from Bill Molyneaux Games
There is a need for introductory wargames in our hobby that can be used to teach the concepts of wargames to new players. Very few designers focus on this area but Bill Molyneaux is one of those as he has designed several very good introductory wargames over the years including Bloody Mohawk from Lock ‘n Load Publishing, Savage Wilderness from Lock ‘n Load Publishing, Battle of Brandywine from Fast Play Wargames, Horns of the Buffalo from Fast Play Waragmes and most recently The Battle of Wyse Fork from Bill Molyneaux Games (with codesigner Kim Meints). Recently, he has decided to ratchet up his wargames and has designed a bit more involved game called The Battle of Bentonville, March 19-21, 1865, North Carolina.
From the game page, we read the following:
March 19-21, 1865, North Carolina. The Battle of Bentonville was fought between March 19-21, 1865, was the largest Civil War battle in North Carolina and the last major battle between the armies under William T. Sherman and Joseph E. Johnston. The Confederate General Johnston was ordered to stop the Union Army from advancing on Bentonville and hoped to destroy Sherman’s Union army in piecemeal.
The game recreates this little-known battle on a massive 17″x22″ map, beautiful counters, and easy to learn rules that get players diving deep into the battle. The gameoffers two scenarios: the first day of the battle and the full three-day battle scenario that covers more area around the map.
One other thing that I would like to share is the Goober the Traveling Bear Calendar put together by our friend Bill Molyneaux. The calendar is a limited edition, 12 month calendar book from Bill Molyneaux Games. Join Goober in his quest to reclaim the undying spirit of American History and includes landmarks from across America. A portion of the proceeds from this calendar will go to the various battlefields and history sites highlighted. In case you don’t know, Goober is the traveling history bear that Bill takes to all these historical sites and films Goober all over the place. Goober has even served as an honorary intern for us here at The Players’ Aid but we had to let him go as he began to demand an exorbitant salary for his limited work. Prima donna! He still wears his TPA uniform from time to time and he may hear from our attorneys soon (once we retain one…find the time to do the work needed to file (Goober has not been here for some time and we are swamped)…and find the money to pay for it!). Hahahahahaha!
From the page, we read the following:
Plan your events and birthdays with Goober. In this 2026 calendar, Goober chronicles his journey across tourist traps across the Atlantic Coast. He explores exhibits related to NASA, the American Civil War, and the American Revolution. For those deep in the historical American rabbit hole, this calendar is right for you.
A portion of each game’s sale is donated directly to the history museums shown on this calendar. By buying these games, you are helping to preserve America’s legacy.
WHAT’S INCLUDED:
Pictures of Goober the Traveling Bear visiting America’s landmarks.
Covers all 12 months from January 2026 to December 2026.
A tight-knit 28 page, 11×17 inch design that can be hung on virtually any wall or surface.
Printed on high quality paper.
Enough space to write down events and anniversaries.
Features major holidays including Juneteenth and Easter Sunday.
This is definitely an interesting offering and I couldn’t help myself but include it. From ancient Viking history, we have a new game (can a game be called new if it thousands of years old?) called Viking Chess from Relative Range and designer Mike Nagel. I think that I am very much interested in this one as although it is a game, it teaches us something about Viking culture and history and also looks to be unique! And I love the ancient name – Hnefatafl – and it is fun to attempt to pronounce!
From the game page, we read the following:
Viking Chess, also known as Hnefatafl (pronounced “nef-ah-TAF-uhl”) or “the King’s Table,” is an ancient Scandinavian board game that predates modern chess. It was popular during the Viking Age (from roughly the 8th to 11th centuries) and has parallels to chess in terms of strategic gameplay, but the two games are quite different in their rules, design, and objectives.
Hnefatafl was widely played in Viking territories, including Scandinavia, Britain, and Ireland, as well as in areas settled by the Vikings, like Iceland and Greenland. Archaeological finds of game boards and pieces have been discovered in Viking burial sites, suggesting the game was highly regarded. The game likely originated in Northern Europe during the Iron Age, with variations appearing in different cultures, though it reached its peak in the Viking Age. The game remains a fascinating window into the minds and leisure activities of the Vikings, offering insight into the cultural evolution of strategic board games.
Relative Range is proud to present this updated version of Viking Chess, themed to an easily recognizable island conquest. Will the Viking raiders capture the kingdom, or will the King escape the clutches of the raiding forces? Now, YOU can find out with Viking Chess!
In the category of great looking game and not necessarily a wargame specifically, although there is definitely combat involved, is Plague of Dracula from Relative Range. This one looks amazing and I cannot wait to get to it.
From the game page, we read the following:
Plague of Dracula is a solitaire game that lets you live(?) the horror in Victorian London while Count Dracula casts his dark shadow across the city. The game faithfully recreates the events depicted in Bram Stoker’s classic novel, from the moment of Lucy Westerna’s first bite, to the climactic battle at Dracula’s castle.
All of the main characters from the book are depicted in the game, including Jonathan and Mina Harker, Lucy Westerna, Doctor Seward, Arthur Holmwood, Quincy Morris, and of course, Professor Van Helsing. Dracula’s mad minion Renfield is also depicted, causing trouble as the “hunters” seek to halt the spread of Dracula’s plague.
Each turn, the plague spreads and the hunters perform a variety of tasks to help them in their efforts to stop it and eventually turn the tide against Dracula. But as they move into corrupted locations throughout London on a game board inspired by actual locations as well as those depicted within the novel, they draw the attention of the Count’s ever growing army of the undead.
Merciless attacks can only be turned by the use of occult weapons and failure may result in a hunter turning into a vampire and joining Dracula’s side.
Although the game is designed as a solitaire effort, optional rules are included to allow for up to four additional players to join in as either a cooperative and/or antagonistic experience.
Can you, as the cadre of brave vampire hunters work together to turn back Dracula’s attempts to turn London into a city of the living dead? Time is running out as London is under attack by the Plague of Dracula!
As for me, I am in on this one and have already ordered my copy. While it won’t be here by Halloween, I am very much looking forward to giving this one a go.
Over the past few years, the interest in solitaire book wargames has skyrocketed and there are a lot of different offerings out there. Some that have really caught my eye are from designer Thomas Van Hare with his Historic Wings products. Thomas Van Hare has designed several of these solitaire book wargames recently and they have been well received by the solitaire community. In fact, Alexander and I purchased several of these games including Overflight!, Tally-Ho! and SOE Lysander. But we also sprung for the upgraded components from Blue Panther for the games and they are well worth the price. Here is a new offering in this series called The Battle of Palmdale. Not a ton of information here but I am sure the page will be updated shortly.
From the game page, we read the following:
The Battle of Palmdale is an upcoming solitaire air war game designed by Thomas Van Hare from Historic Wings.
8. A Fight or a Foot Race: The Battle of Prairie Grove from Homegrown Designs
Good looking games on the American Civil War have become much more welcome on our table over the past few years with Alexander’s current fetish with the topic, both on the gaming table and in his personal readings. This month, we have the newest offering from Homegrown Designs called A Fight or a Foot Race: The Battle of Prairie Grove. The coolest part of this design is that it is a tactical system and I have not played that many ACW games at this level.
From the game page, we read the following:
The Battle of Prairie Grove, also known as A Fight or a Footrace, is a tactical simulation of the bloody little fight at an Arkansas crossroads called Prairie Grove. The victor would determine the fate of all territory west of the Mississippi. The units depict battalions of infantry and cavalry or sections of artillery. Individual leaders are presented as well.
Five scenarios comprise this game:
Introduction. The first scenario introduces players to the rudiments of the Huzzah system. It is quick-playing, easily completed in an hour or two, and is challenging for the novice and veteran alike.
The early morning. The Rebel cavalry hustles a disorganized detachment of Yankee horsemen up the Fayetteville Road. The Rebels must capture the only bridge spanning the Illinois River before Herron’s Yankees can save the day.
The early afternoon. Two weak Yankee divisions assault the Prairie Grove ridge defended by one gray brigade. A second Rebel brigade with a division of depleted cavalry arrive piecemeal to the fight.
The late afternoon. This scenario sees the arrival of the main Yankee force spoiling for a fight. It is opposed by a single gray battalion. Rebel reinforcements are on the way, primed to throw their counter punch.
The Whole Day. The final scenario presents the whole day’s engagement, combining the previous three situations into a single game.
Veterans of the “Huzzah!” System should reread the Series Rules (the Huzzah v4.0 Battle Manual) before jumping into the Introductory games. There are significant differences between versions 3 and 4.
9. The Kaiser’s High Seas Fleet: The Great War at Sea 1914-1918 from Compass Games
A few years ago, I played a solo game on World War I called Kaiserkrieg! from White Dog Games and one of my most important pieces in that game was the High Seas Fleet marker as it protected by shipping lanes and made sure that Germany had the wherewithal to wage war. Now, there is a game titled The Kaiser’s High Seas Fleet: The Great War at Sea 1914-1918 being offered from Compass Games designed by Gilbert Collins.
From the game page, we read the following:
The Kaiser’s High Seas Fleet is a simple game inspired by John Edwards War at Sea first published in 1975. Veteran players will recognize some of the original concepts. As this is a game of World War I, there are some important differences. One player takes the Central Powers, consisting of Germany, Austria-Hungary, and Turkey. The other takes the Entente Powers consisting of Great Britain, France, Italy, Russia, and eventually the United States. Portugal and Greece are represented as neutral powers where docking and limited ship repairs are available for the Entente.
Players will move and fight the primary ships of the time, called Dreadnoughts, in order to seize and control ocean areas for Victory. The effect of the U-Boat campaign against Entente merchant shipping is represented by the placing of U-Boat counters in ocean areas to score victory points. The combat model is more refined than the original War at Sea system and reflects the fact that even in large engagements, like the battle of Jutland, very few Dreadnoughts were actually sunk.
Big capital ships on the high seas duking it out! What is not to love?
The numerous Pre-Dreadnoughts that each navy has are represented but, since they were completely out of date by the commencement of the war, their effectiveness is greatly reduced. The game features a beautiful map by Artist Knut Grünitz and new colorful Dreadnought Counters for seven of the great powers.
10. Heights of Frustration: The Battles for Longstop Hill, December 1942 and April 1943 from High Flying Dice Games
Paul Rohrbaugh and his company High Flying Dice Games is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. Recently I saw where he was releasing a game on the Battles for Longstop Hill during World War II. This one really looks pretty interesting and is definitely a unique subject for a game.
From the game page, we read the following:
Heights of Frustration: The Battles for Longstop Hill is a moderate complexity level solitaire play game on the battles for the crucial heights that barred the Allied advance on Tunis in North Africa. Following their defeat at El Alamein and the Operation Torch invasion in Algeria and Morocco, Rommel’s Afrika Korps was in headlong retreat to Tunisia. German and Italian forces were also being landed at the port of Tunis to reinforce the Afrika Korps in an attempt to salvage the situation and perhaps even win back the initiative in North Africa.
The last defensible position barring the way to Tunis was the position north of the Medjerda River near Medjez-el- Bab that the Allies had nicknamed Longstop Hill. The German-occupied position was actually a series of hills and ridges that dominated the river valley’s roads and rail line that the Allies needed to take in order to advance and take Tunis. The first Allied attack in December was hastily launched and resulted in a costly Allied defeat. The second Allied attack the following April was much larger and led to an Allied breakthrough, the swift capture of Tunis and surrender of the entire German and Italian force in North Africa.
If you are interested in Heights of Frustration: The Battles for Longstop Hill, December 1942 and April 1943, you can order a copy for $22.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/longstop.html
11. HUSKY 8 from DDH Games
I am afraid to say that I do not know much about DDH Games but their recent offering is on a subject that I have always enjoyed gaming in the Allied invasion of Italy in 1943 during World War II. HUSKY 8 takes a look at Operation Husky which was the code name for the Allied invasion of Sicily. I know that there is not really all that much information on the website about the game but I still am very much interested.
From the game page, we read the following:
HUSKY 8 is the third game in the series that began with the Charles S Roberts Award Winner JUNE ‘44. The game recreates the second largest invasion ever – and the largest at the time: Operation Husky. In July 1943, 3,200 ships carrying eight Allied divisions plus elements of two Airborne Divisions assaulted across a 100 mile front. Facing them were roughly 235,000 Italian and German defenders.
This one has been in the cooker for a while now (which is a massive under statement I know!). Since being announced in the August 2019 Monthly Update from GMT Games, this new addition to the COIN Series family has been stuck in neutral a bit as it is just being worked over and looked at in COIN Series Volume XIII China’s War: 1937-1941. I was excited about it as always, one being that I love the COIN Series and two that I have always found Brian’s designs to be very interesting and well done. This one is now finally ready to ship and I couldn’t be more excited. I now just need to get the rules read and get it ready to play at our next opportunity.
From the game page, we read the following:
July 8, 1937: a nighttime skirmish at the Marco Polo Bridge near Beijing erupts into an invasion and occupation of China by the Imperial Japanese Army that would not end until 1945. Western sources call it the “Second Sino-Japanese War”; in China, it is the “War of Resistance”; and in Japan, it is blandly referred to as “the China Incident.”
China’s War: 1937-1941 examines the first five years of the conflict, when China stood alone against the Japanese Empire. Each player takes the role of a Faction seeking to attack or defend the Republic of China: the aggressive Japanese, the harried Government (represented by the Guomindang party), the rebellious Chinese Communist Party, or the unruly, fractious Warlords who are obedient when convenient but have their eye on gaining state power. Using military, political, and economic actions and exploiting various events, players build and maneuver forces to influence or control the population, extract resources, or otherwise achieve their Faction’s aims. A deck of cards regulates turn order, events, victory checks, and other processes. The rules can run non-player Factions, enabling solitaire, 2-player, or multi-player games.
There’s so much that I’m curious about with this one. So many questions that I have about the factions, their motivations and their play styles. We typically think of World War II as a conventional war with tanks and planes and bombs but there was plenty of irregular fighting in the Pacific Theater of Operations and in China and CBI Theater. I am very much looking forward to this becoming a reality on my table.
13. Imperial Elegy: The Imperial World at War 1850-1920 from VUCA Simulations
VUCA Simulations is a new company on the scene the last few years and they are coming out with some really great looking games. We have played several of their games and always have a great with them. One of their newest releases is called Imperial Elegy: The Imperial World at War 1850-1920 designed by Mike Lorino. It looks so good and is a very ambitious game taking a look at the time period covering 1850-1920 and the start of the Great War.
From the game page, we read the following:
Steam and steel redraw the map as telegrams outpace cavalry and dreadnoughts cast long shadows on distant straits. Imperial Elegy lets you steer a great power through seven decades of brinkmanship—industrial booms, colonial crises, and alliances that never sit still. Each turn spans a decade; the Great War may erupt…or be averted—depending on how you play your hand.
Your engine of statecraft is a hand of Action Cards. Spend them as command points to recruit, industrialize, move fleets and armies, influence minors, set war aims and build reach—or unleash their events to bend history at exactly the right moment. Control the pace by dominating flashpoints—the Low Countries, the Balkans, and global Power Projection—to draw more cards and roll your industry forward. At sea, ports and bases across linked naval boxes determine how far your influence can travel; chokepoints like the Suez Canal and the Dardanelles can open or close entire theaters.
Alliances breathe. Political shifts and crisis checks can flip blocs, sometimes twice in a single step. If the guns do speak, the game changes cadence: fixed wartime budgets, trenches, reserves and naval interceptions make every decision tighter—and every loss sting—until winter closes the campaign.
Victory wears many faces. If peace holds to the end, reveal National Goals and tally your triumphs. If the Great War crowns a side, alliance victory (with room for a canny neutral to slip through) decides the outcome. On rare occasions, sheer territorial conquest ends it early.
Just a beautiful looking game that I cannot wait to see more about. I am going to reach out to the designer to get some more information to share with you.
We have played several of VUCA’s games to date that use a chit-pull mechanic to activate HQ’s and are somewhat similar to the Red Box Series from Multi-Man Publishing with the most recent being Traces of War, which is a fantastic low complexity hex and counter wargame. The newest offering in this series called the Fierce Fight Series is called Traces of Victory and it looks amazing! This one however is not designed by Tetsuya Nakamura but a new voice in Allyn Vannoy.
From the game page, we read the following:
November 1944—rain hangs over Lorraine, the Moselle swells, and between the forts of Metz and the passes of the Vosges two U.S. armies prepare to break the German line. Traces of Victory puts you in the map room of an army headquarters: orders are scarce, weather is unforgiving, and every activation can tip the front. As Patton drives east and Patch feels for openings through the mountains, your sense of timing, supply, and risk decides the fate of entire corps.
A HQ chit-pull powers the tempo: when an HQ is drawn, you unleash regiments and battalions to force rivers, seize towns, and pry open fortified lines—Metz, the Maginot remnants, the Westwall. Allied air power cracks defenses or slows German movement with interdiction, but mud bogs armor and turns quick thrusts into grinding fights. Push your luck with Combat Intensity—shift the odds for a bigger punch at the cost of higher losses. What starts as a routine offensive can become the operation that ends with Strasbourg in Allied hands—or with your spearheads stuck in the mire.
Traces of War was just so very good and I am eagerly anticipating this one and cannot wait to give it a go. This Fierce Fight Series is highly playable and has a lot of great meat on its bones without a lot of overcomplicated rules overhead.
15. Modern Tactics #1 – Afghanistan from VUCA Simulations
We have played a lot of Old School Tactical from Flying Pig Games, which is designed by Shayne Logan. Shayne now has a design coming from VUCA Simulations that deals with modern warfare in Afghanistan called Modern Tactics: Afghanistan.
From the game page, we read the following:
Dust kicks off an unpaved road, echoes bounce inside walled compounds, and one radio call can change the plan. Modern Tactics: Afghanistan drops you into platoon-level firefights from 2006–2009, where coalition patrols trade impulses with a nimble insurgency across villages, vineyards, and wadis. Every activation is a hard choice—move, fire, breach, rally, call support—while civilians, contacts, and rules of engagement keep the battlefield tense.
Snap decisions, constant pressure: Alternating impulse play captures the push-and-pull of real operations.
Terrain that tells a story: Walled and multi-hex compounds, high and low walls, irrigation ditches, grape fields, rough ground, and wadis shape LOS, cover, and movement.
Civilians and ROE matter: Unknown contacts, civilian presence, and collateral risk influence your tempo as much as raw firepower.
Combined arms, cleanly integrated: LAV III, Bison, RG-31, Leopard 2, and air support (including Apache gunship) join infantry, engineers, mortars, and AT weapons.
Twenty scenarios spanning quick raids, relief missions, and set-piece assaults—e.g., Barton’s Holdouts, Open Market, Operation Medusa, High Value Target, Snake Pit, Outside the Wire, Strongpoint, and more.
Play the compounds right: Edge-hex firing arcs, interior LOS, and wall bonuses reward careful positioning and breaching.
Air & artillery windows: Timed off-board fire missions and gunship arrivals open corridors—or close them.
Risk vs. momentum: Smoke, interdiction, suppression, and morale create openings…but overreach gets punished fast.
As usual, thanks so much for reading along and sticking with me this month as I navigated through the many websites and game pages looking for new and interesting games to share.
Finally, thanks once again to this month’s sponsor Blue Panther!
Thank you for compiling the list Grant; always looking forward to that article!
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I love doing it. There are always so many games to add and so little time to play them. Hahahahaha
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By sheer reading the list I simply want to get them in my hands 🙂
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