War simulation board game




















Game pieces come in three flavors; infantry soldiers armor tanks and artillery cannons. Infantry move 1 space and attack or move 2 spaces and not attack. Tanks move 3 spaces and attack. Tanks and infantry can attack up to 3 spaces away, but tanks always roll 3 dice.

Infantry roll one less dice per unit they are away. So when infantry are one space away from an enemy they can roll 3 dice, 2 units away can roll 2 but 3 units away can only roll 1. Finally, artillery have the longest range in the game and can attack up to 6 spaces away. However, on a turn they can only attack or move, not both.

If you perform this action with a tank, you can attack a second time. Another element of play is the terrain, such as towns, forests, sandbags, barbed wire, etc. Dice have various symbols on them rather than numbers. A soldier kills infantry only, a tank kills a tank only and a flag causes enemies to flee, but if they have no where to retreat to, the flag also will cause your enemy to lose a unit. Stars do not do anything. It has multiple scenarios to play through, keeping the game fresh and interesting over the course of many hours of play.

The game can support players, for ages 12 and up and can take anywhere from an hour to 3 hours. Similar to Risk, the board is essentially a map of the world, but it depicts the world during World War II, as you might expect. Each player will be a world power on either the alliance side or the axis side. They will receive a card specific to their country detailing where to place units, how much money to start with and objectives.

Game pieces are set up according to which scenario players wish to play: or Players can buy researchers and then roll the dice. If they roll a 6, research is successful and then a black dice is rolled, dictating which of the 6 technologies have been unlocked.

Players then purchase units that will be used at the end of a turn. Players move their pre-placed units, but if they move into enemy territory, they cannot move their units further on that move, even if there are extra movement points. Then there are columns for the types of units i. Players place the units on their respective side and column.

The number of dice to roll is the same as the number of units attacking in a particular column. An attack is successful for each die that is LESS than or equal to the number indicated in each column. Once the attacks are over, the defending player can then return fire this includes any units that were killed and the attacker can lose units. If the attackers take out the defenders, they take over the territory.

If they lose, or tie, the defender keeps their territory. Attacks occur either by air, ground or water. Air attacks focus on industrial structures. If there are anti-air guns near those structures, a die can be rolled for each gun. For water attacks, you must first attack boats, subs etc. Further, amphibious units can offload land units on the shore to attack. Any units that did not participate in attacks are free to move to friendly territories, as desired. Now, remember the units you bought at the start of your turn?

You get to now place those units on the board in territories where you owned an industrial complex. Whoever controls the predetermined number of territories at the end of a round, wins the game. This game is involved and complex, to say the least. But as you get into it, it becomes much easier to understand and play, although the strategies will take you much longer to master.

As the name suggests, Rebellion is set during the time of the American revolution. One side or team assumes the role of the Americans while the other side or team assumes control of the British. Battles for land ensue and which ever side controls the most colonies after 8 rounds, wins. There is, however a way for the game to end earlier than 8 rounds and that is, if both factions on 1 side play their truce cards described later. If this is done on or after round 3, then whoever has control of the most colonies at that time wins.

The game duration is between an hour to two hours and is for ages 10 and up. The game board depicts the Atlantic Coastal regions, including Quebec, from Nova Scotia down to South Carolina, broken up into colonies, which are subdivided into territories.

The standard game has color markers on the territories to indicate where starting pieces are placed note that there are other scenarios you can play, but this article just talks about the standard game. In a two player game, each player will control the two colors of the respective side. For a 4 player game, each player controls an army. In addition, there are other supporting factions, the French on the side of the Americans , the Germans on the side of the British and the neutral Native Americans.

Check out the image below of the board and pieces. Each faction has their own unique deck of cards. These cards indicate the action a player can take such as moving units i. Then they are allowed to place 4 units in cities of ONLY the colonies they currently control. Then a single card is played. The 4 types of cards that can be played are a truce card, land movement card, sea movement card or an event card.

Moving those units within that territory counts as 1 move. So if a card tells you to move 3 armies x number of spaces, then the move I just described counts as 1, and you have two more moves to make.

Regarding events, supporting units described previously i. If your enemy has already acquired the Native American support in that territory, then they are hostile and you will need to battle. You only need to ensure there are no enemy units in the colony. When you battle, defenders go first and they roll the dice of the same color as their faction. Not all dice are created equal, but the possibilities of what could be on the face of the dice are either a bulls-eye, a fleeing graphic or a blank space.

For example, some factions may never flee, others have more likelihood to hit, etc. The bulls-eye means your opponent looses a piece, a fleeing man indicates that your unit has fled and can be redeployed later, or a blank space means you can pull out of the engagement and redeploy to a neighboring friendly territory.

You may roll dice equal to the number of units you own in the army, up to 3 or 2 depending on how many dice a faction can roll. So if you have only 1 unit, you may only roll one die. If you have 4 units you can only roll 3 dice assuming your faction allows for it, otherwise you would only be able to roll 2 dice.

The way the game unfolds, although set up the same each time varies based on the cards played, giving this good replay value. The pieces are well made, color schemes are just right and the artwork, while straight forward, is just what you would want and expect. Small World is a fantasy war strategy board game that reminds me of Risk, with a whole lot less emphasis on dice although a die does still play a role.

The thing I really like about this game is the very high replay-ability. What makes it so high? Well there are races to choose from and traits that go along with those races.

However, the races and traits are two separate decks, so when you shuffle the piles, and put them together, the traits of each race are different every game. Anyway, Small World can be played with players. The board you use gets larger depending on the number of players, but the objective is always the same: Gain as many coins as possible.

The person with the most coins at the end of the game wins. Every player starts out with 5 coins. Shuffle the race and trait decks and lay out 5 combinations, one above the other. The 6 th combination sits on the top of the respective decks and above the 5 combinations.

Prussia must desperately hold out against the territorial advances of Russia, Austria, and France, who will be manoeuvring their generals city-to-city to capture objective territories. Otherwise, old Freds time on the throne is at an end. A peculiar game that recreates the epic military campaigns of 18th century Europe. What makes the game stand out from the rest is its close attention to historical detail, translated into novel gameplay mechanics.

Historical events will regularly occur throughout the game, radically disrupting the balance of power. Some increase the movement of a general, or wipe an army from the map in a freak accident. But, more tantalisingly, they can even remove whole nations from play. Instead of players eliminating countries through military dominance, the only means for a nation to lose is through the historical event cards.

After their nations are knocked out, players take the helm of other countries vying for control, but are given new nation-specific objectives to compete for. Much of the game operates like chess, distributing counters across the map to pincer your opponent, or take advantage of the portion of the map left weak and vulnerable. A unique blend of traditional blocks-on-a-map wargame, card play, and bluffing, Sekigahara: The Unification of Japan places you at a crucial crossroads of Japanese feudal history, in a two-player game of harrying warfare.

One player will assume the role of incumbent daimyo Tokugawa Ieyasu; the other, his rival and challenger of the Shogunate, Ishida Mitsunari. Try and claim autocratic domination of Japan, not merely by raising a formidable army, but by cultivating the loyalty of enough supporters, and encouraging defection from your opponent to turn the tide of battle. Much of the game involves traditional wargaming fare. Recruit units represented by wooden blocks, distribute them across the board to shore up defences and bolster battalions, and traverse across networks of roads to seize castles, territory, and resource supplies.

But the game really shines in its card mechanics. Hands are replenished after battles or sieges, and more cards assigned depending on their combat results. Bluffing takes on huge importance. Squarely fix your poker face, and convince your opponent of the bountiful loyalty you enjoy amongst your troops, hiding the true meagre selection in your hand. Dense and long, Seikighara is intended to provide a historically authentic take on the unification of Japan as a mechanically streamlined game.

A stone-cold classic, Escape from Colditz lets you live out your very own prisoner-of-war escape movie. But coordination is no easy task. In many ways, the German player has the toughest job, keeping tabs on every player and their equipment, and moving their roster of guards about the map in anticipation of their breakout plans.

Sister to the much acclaimed Pax Pamir, Pax Porfiriana transports you to pre-revolutionary Mexico to build a mighty business empire and seize leadership of the country during one of its periodic instances of turmoil. Played between two to six players, Pax Porfiriana operates as a card-drafting game, in which players spend gold picking cards from a common pool to boost their economic output and impede the expansion of others.

But progression is not simple. Grandmaster: Read our guide on how to play chess. Instead the easiest way to win is to acquire 4 starts.

The coolest part of Legacy is at the end of a round the player who wins is allowed to permanently change the board there are a slew of options for customization.

The player uses a permanent pen to do things like rename a continent, found a major city etc. This provides benefits on the next play through to only that player. My friends and I were hooked from the first play through. We managed to smash through all 15 games in a matter of two weeks. Twilight Imperium is a sci fi war game where players choose one of seventeen factions to conquer the galaxy.

No game of Twilight Imperium is ever the same. Each of the seventeen factions boasts a unique play style, and the board made up of 51 galaxy tiles is uniquely constructed every game. If you enjoy the sci-fi space battle theme and huge day long campaigns. This game is perfect for you. I must admit I have only played through one campaign of this epic game — and it is definitely not for the novice board gamer.

I will preface this section by admitting this game is very complex. I will discuss the basic idea of the gameplay below, if you want to learn more check out the official rules here. As mentioned above, in Twilight Imperium, players choose one of seventeen factions of galactic space fighter, vying to become the next ruler of the galaxy. In order to do this, players need to conquer star systems, vote on laws, research technology, build fleets of spaceships and trade goods to acquire resources.

The game is played on a hexagonal tile board and has miniature space crafts of all shapes and sizes, cardboard tokens, cards and anything else you could possibly stuff into a board game box! The overarching goal is to acquire victory points. These are attained by completing a mixture of public and secret objectives and by holding the central planet in the galaxy called Mecatol Rex.

There is a myriad of different ways of earning victory points, such as holding a certain number of planets of a certain type, spending huge amounts of resources or doing things to annoy your opponents.

Inis is a strategy-based war game with a heavy Celtic theme. The primary aim of the game is to defeat all other players and take your crown as the Irelands High King. There are three ways to do this however, and aimlessly clobbering you opponents is not always the best strategy as it means less unity in the Kingdom.

Each player will begin the draft with 4 action cards. Select one of these cards to play and pass the rest to the next player. Once, you receive the 3 cards from your opponent, add the card you previously set aside to your hand and from those select 2 more and again pass the rest to your neighbor.

This style of drafting continues until all players have a hand of 4 action cards that they will use in the next phase of the game. This is where the real meat of the game is. During the season phase players play alternating turns with three actions available to each player on their turn:. During a fight in Inis, the players have a few options available to them.

For one, the player that is attacked may move their units behind walls that surround any citadels in the game and therefore be safe from battle, if this is not an option, then all exposed units enter battle.

Now this player attacks back — and the next player needs to do the same thing. This continues until there is only one side left or a truce is called. Overall, I like the game of Inis. This game takes the theme back to WWII. Memoir 44 is a historical war game that has players facing off as opposing forces in scenarios based on the most famous historic battles of WWII. Memoir 44 is the by far the easiest war game I have ever had to learn.

Players choose one of the 15 scenarios in the game and choose to play either the Allies or Axis teams players play against each other. The scenario will tell you how to arrange the different components on the table in the designated hexes that make up the battlefield. The battlefield consists of a right flank, center and left flank. Play is completed on a turn by turn bases, with turns comprising of playing a command card to order units to move or attack, battle and then draw another command card.

Each symbol you roll that matches the unit you are attacking or a grenade kills one unit. If you kill all units in that army, it is removed from the board and you are awarded a medal. Play continues like this until the win condition is met determined by each scenario.

It is by far one of the simplest war board games and can be played with a complete beginner to board games with ease. Julius Caesar is a card driven block based 2 player war game that is themed around the later Roman Civil Wars BC.

The game is very easy to learn, but hard to master. The block nature of the game is unique in a war-based game and makes it a lot of fun. Each game of Julius Caesar starts with the same setup. The troops blocks are organized on the board in an asymmetrical design with all unused blocks placed beside the board next to the player controlling that legion.

One block is kept face down on both sides at the start of the game. This is a leader block that is only playable after either side loses their first leader. The game is broken up into 5 years rounds. The aim of the game is to collect 10 victory points VP by capturing cities.

As mentioned earlier the game is asymmetrical, each side has different strengths and weaknesses and it is really fun coming up with a strategy to utilize these. Sticking with the asymmetrical theme, the player who chooses Caesar starts with 1 VP and the player who plays Pompey starts with 7 VP. This means the Pompey player only needs 3 VP to win the game. During the game cards are played by each player simultaneously. These are made up of event and Command cards.

Command Cards define how many moves and levies the player has for their turn. Players can decide to use less moves and levies on their cards but not more. This is essentially how players move troops on the board. Event Cards bend the rules of the game.

They are depicted as Roman deities and give the player who uses them a one-time ability to gain an upper hand in the game. If both players play command cards, the card with the highest move value goes first. If both cards have the same movement value, the player playing Caesar moves first.

If an event card is played, the player who plays the event card goes first. If both cards are event cards, the turn immediately ends! There are also limits to the number of armies that can travel along a road, so movement has to be done strategically. Armies are not able to attack an opposing force after moving and cannot enter a city location or fortify an area if they have moved twice in one turn.

Battle — Battles in Julius Caesar are only fought between two armies that are located in the same location or city. The army moving into an opposing forces territory is considered the attacker. When two armies meet in battle their blocks are turned over to reveal their strength.

The attacker then repeats the same process and then the cycle repeats up to a maximum of 4 times. If there is no victor the game continues into the next year.

Overall the game is incredibly simple to pick up. The hard part, is using strategy to overcome your opponent. While there is a luck aspect of the game, time and time again the player with the best strategy will come out on top. I had to think long and hard to put together the top 10 list in this article. Choosing 10 war games out of hundreds is no easy task — especially when there are so many awesome games that just missed the cut.

War board games have, in my opinion, some of the best board game titles to play. Unfortunately, they get a hard time in the gaming community for being overly complex and full of rules.

While this is true for many of the games — it is in my opinion an over exaggeration. Many of the games listed above are super simple, yet still have you thinking strategically and tactically to beat your opponent, they immerse you in their theme and gameplay — and the ones that are complex do so for a good reason, to make the game as realistic as possible.

No matter which type of game you are looking for, complex or easy, or whether you are new or a hobbyist — I am sure you will find something in my list that will suit your war game cravings!

Your email address will not be published. Learn More Accept X. Byron September 27, No Comments. Table of Contents. Top 10 Best War Board Games. Players: 2 — 6 Duration: mins — mins. Each turn consists of 7 phases. Two versions of game in the box — and Huge value for money Set up time for the game is very quick 10mins Extremely well balanced. The game has an element of luck Small number of units are included in the box — worth buying more Best played with 4 people or less — as production rate is punishing.

Check Price on Amazon. B Flying Fortress Leader. Players: 1 Duration: mins — mins.



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