$10.00

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User Rating Comment Status
Karoly Szigetvari
Belgium
Nossegem
Unspecified
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10
Apr 2003*
The ultimate card driven game. Dwarves even POG.
2003-04-09*
Owned
Andy Daglish
United Kingdom
Cheadle
Cheshire
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10
Aug 2003*
The Witch-King of the GMT Card Series, the strongest of The Nine

...at least it used to be, now its more like Sauron himself.
2010-08-09
Robert Osvalds
United States
Chicago
Illinois
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10
Mar 2004*
Excellent campagne game! Well researched, and full of 18th Century flavor and facts. The historic confrontation of Wolfe vs. Montcalm plays different each time with the card driven mechanics. The rules are well edited, very descript and seem to cover everything. (made learning the game easier) There are many strategies each player can follow. The French must hit HARD in the early game to overcome the growing number of British Drilled Troops that arrive later. Additionally, the French must use the indians to help absorb losses. The British must use Johnson to get auxilery troops to help guide their troops through the wilderness. Whenever I play this I can't help but admire it. Nice job, GMT!
2004-03-02*
Owned
Jeff Finkeldey
United States
Lebanon
Ohio
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10
Jul 2004*
Excellent wargame on sparcely covered topic. Card driven mechanics and well balanced tournament scenario.
2004-07-27*
Owned
martin grundherr
Germany
griesstaett
bavaria
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10
Aug 2004*
Excellent gameplay, very clean rules. Together with Hannibal my favorite CDG.
2004-08-21*
Owned
Doug Smith
United States
North East
Pennsylvania
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10
Jul 2005*
No wargame has done so much to increase the pleasure of playing the doomed side of the conflict. This clean system provides adequate room for manuevering and multiple paths to victory. The short scenario lasts four hours and is perfect for tournament play.
2005-07-16*
Owned
John Vasilakos
United States
Annandale
Virginia
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10
Sep 2009*
One of the best CDG's The map and rules allow you to explore historical strategies and get bogged down in ahistorical game play as some of the other CDG

The Tournament scenario is the best for competition- perfectly balanced I believe
2005-11-08*
Owned
Jack Dorrell
United States
Harrison
Idaho
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10
Jan 2006*
Great game. Excellent simulation of the strategy in the wars of empire in N. America.
2006-01-01*
Owned
Christian Letourneau
Canada
St-Lambert
Quebec
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10
Jan 2006*
The very best of what CDGs have to offer.
2006-01-30*
Owned
Armando Felgueroso
Spain
Madrid
Madrid
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10
Sep 2007*
(C) Very interesting and not very long (tournament scenario). A very good game. Despite many people think, its a very balanced game.
2013-01-02
Prev. Owned
Randy C
United States
Chicago
Illinois
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10
Mar 2009*
GMT. I will never refuse an offer to play Wilderness War.

Have played over 100 games and it gets better every time.

The tournament scenario is the best 2 hours in war-gaming.
2014-11-19
Owned
Rick Goudeau
United States
Moody
Alabama
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laissez les bon temps rouler
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10
Nov 2007*
Mechanics lead the French to use a different strategy from the English.
My opinion of the game improves with each play.

Particularly like the different approaches the French have to use versus the English approach. The British want a set piece battle as they can usually afford casualties, the French have to raid and maneuver and treat their regulars like the valuable resource they are.
2007-11-22*
Owned
Want To Play
Jim Dauphinais
United States
Chesterfield
Missouri
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10
Feb 2007*
To date the absolute best of the card driven games.

The game has a fine balance of historical flavor and playability that generates a narrative during game play that feels quite real. Moreover, this game also has the cleanest set of rules of any wargame I have ever played, which is saying a lot considering this is a card driven wargame. Finally, the graphic treatment, extras such as detailed designers notes and an extended sequence of play coupled with short playtime make this game a real gem. Other designers and developers could learn a lot about good game design and development by studying the many things that were done "right" in this game.
2007-02-08*
Owned
Steffan O'Sullivan
United States
Plymouth
NH
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...much that he related belonged more properly to the category of what-might-have-happened-had-I-only-thought-of-it-in-time-instead-of-ten-minutes-afterwards. Those are always the best and raciest adventures...
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... a picked body of Toads, known as the Die-hards, or the Death-or-Glory Toads, will storm the orchard and carry everything before them, yelling for vengeance.
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10
May 2007*
The cleanest rules of the card-driven wargames. A superb game, marred only slightly by two many unit types. Once I made my player aid to cover that, though, it became easy to play. See my review here on BGG.
2007-05-05*
Owned
Sean Chick (Formerly Paul O'Sullivan)
United States
New Orleans
Louisiana
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Fag an bealac! Riam nar druid ar sbarin lann! Erin go Bragh! Remember Ireland and Fontenoy!
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Well, I'm afraid it'll have to wait. Whatever it was, I'm sure it was better than my plan to get out of this by pretending to be mad. I mean, who would have noticed another madman round here?
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10
Apr 2009*
This is a superb way to understand this forgotten but dramatic war. Few games balance history and playability as well as this one. I love how the different units interact within the game system; it really illustrates the strengths and weaknesses of each type of soldier. The cards lack a bit of variety, and I wish there was a card for Washington, but these are minor quibbles.
2011-11-07
Owned
Preordered
Dave Rubin
United States
Trenton
New Jersey
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10
Jan 2008*
At some point, while agonizing over whether to push (or defend) in the Ohio Valley, on the Mohawk, at Champlain, or the Maritime provinces, or suffering the relative indifference of the powers-that-be in Paris or London, it will hit you -- this is *exactly* what the Commanders in the New World must have thought and felt.
2010-10-21
Owned
David Black
United States
APO
AE
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10
Jan 2008*
This may be one of my favorite games of all time and will most likely be the only 10 I give on BGG. It captures the nature of the conflict perfectly, in particular the problems faced by each side. When combined with the deluxe map it is a joy to look at set-up.
2008-01-02*
Owned
Rob Tyson
United States
Landing
New Jersey
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10
Feb 2008*
One of my favorite wargames, and for me one of the best card driven wargames out in the market. I find the game to be well balanced (I've won the long campaign as the French!), and exciting every time I play it. Rules are straightforward, the situation is tense (both players share the same deck of cards), and it is one of the games where you look at the opening situation and say to yourself "What the heck do I do now?".

If you get a copy of this game, the deluxe board from GMT is recommended. Comes with leader holding boxes that aren't, but should, be on the paper map.
2008-02-23*
Owned
Adam Deverell
Australia
Melbourne
Victoria
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10
Apr 2008*
I'm a big fan of event cards and WW doesn't disappoint here: from Quiberon Bay and Diplomatic Revolution events to tactical problems of small pox, the game accurately conveys the tough wilderness campaign. It's a wonderful, tense atmospheric game that may frustrate non-Grognard types early on (I still have to refer to the advanced rules!) but it is worth preserving with. It's my favourite wargame by a large margin.

Face value the game seems to be restricted to three fronts and repetitive gameplay, however all of my games have been completely different because of the random nature of drawing the cards (something I actually like).

The one-deck event cards makes the game, although some will think it overly chaotic. Personally, not a problem, but this is a tactical game - particularly the AM scenario. If you like to play your CDGs in a strategic, chess-like fashion, WW could frustrate.
2008-04-12*
Owned
Jeff
United States
Brooklyn
New York
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10
Mar 2011
A great game on a neglected subject. Deep without getting bogged down in detail.
2009-04-05
Owned
Brian Friel
Ireland
Dublin 6
Unspecified
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10
Jan 2009*
If I was guaranteed an opponent this would be my desert island game. Absolutely fantastic game. The two forces have completely different strengths and need completely different styles when playing. The French can usually steam ahead in the first few years of the game but if the British can avoid a French auto victory the finish will usually be very tight. Playing the right card at the right time is crucial. Well done Mr.Ruhnke. A modern classic.
2009-01-18*
Owned
Tyrone Newby
Canada
Tupperville
Ontario
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10
Nov 2010
The best card-driven wargame ever made!!!
2010-11-08
Owned
Peter Landry
United States
Teaticket
Massachusetts
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10
Apr 2011
My all time favorite card driven game.
2011-04-23
Owned
Kanalja
Finland
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'In Russia all roads lead to Moscow. One chooses the road one wishes. Charles XII chose the road through Poltava.'
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10
Jun 2011
Great wargame, nice simulation.
2010-12-27
Owned
Filip Makówka
Poland
Lublin
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10
Dec 2010
The most climatic game in the world. Every game is like creating history over again! Love it more and more with each subsequent game.
2012-11-03
Owned
Trent Hopkins
United States
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10
Jul 2010
Good game, but I have yet to figure it out.
2010-07-16
Owned
Janis Grunte
Latvia
Riga
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10
Jan 2013
This made me lower the rating of Twilight Struggle, this is a very good CDG, the complex. nature of the game makes me think this could be a better CDG then TS even if more complex.
2013-01-28
Owned
PJ Killian
United States
Watertown
Massachusetts
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10
Apr 2014
tobacco I can't really put my finger on why this is my favorite wargame, but it is. It's a combination of the right scope (strategic, regiment-level), right subject (I've always been interested in the French and Indian war since my parents got me a book with schematic diagrams of the battles of Quebec and Louisbourg, yes I was a strange kid, why do you ask), right complexity (smack dab in the middle of CDGs, with 1960 at the left end and probably Empire of the Sun at the right), right playtime (three hours for experienced players running the tournament scenario), right mechanic (I love CDGs and the mechanic makes special sense in the case of a conflict that was considered by both sides to be a sideshow to the big show), and right level of granularity (the different unit types are differentiated in interesting ways without requiring a shedload of special rules to convey those differences, likewise the generals are all different --some are frustratingly immobile, some energetically tear around the map.)

Strategically, WW depicts a war of maneuver with a significant guerilla aspect, complicated (greatly) by the difficulty of communications and supply in the vast no-man's-land. The winter attrition and retreat rules are brutal, and reinforcements can only be added to the board by the play of events, and every event you play is a maneuver you don't make. Losses, therefore, are really losses, and the CRT doesn't cut you any breaks in that regard. Most of the time, you'll want to move deliberately and cover your retreats by building stockades. Knowing when to say eff it and gamble is part of the strategy of the game. There are three main theaters on the board (the overland approaches to Ohio Forks, the Mohawk Valley, and the Hudson-Champlain route), plus maybe something interesting to be done in the Connecticut Valley, as well as the showdown between the potential invasion force stationed at Halifax and the garrison at L'Bourg, which is practically a game within the game. You have to be pressing on at least two of these at the same time to really make gains, especially as the Brits -- Montcalm is basically the Terminator, capable of swinging battles by himself and dodging fights with relative ease when the odds are against him, but he can't be everywhere at once. Long haul, France starts with the whip hand with better generals, more and better raiders, and the advantage of the strategic defensive, but lacks the manpower to overcome the greater number of British reinforcements, especially since those British reinforcements are going to ultimately bring up the generals that are worth a tinker's cuss.

All of this mechanical pressing and holding back would be for naught if the game didn't tell an interesting story. Fortunately, it does. It manages to even be fun as a solo exercise, trying to figure out the best move to make in a given situation, which is especially remarkable as it wasn't designed with solo play in mind.

This is an oddball personal affection for sure, but I just adore playing this game and wish I got it to the table more often.
2013-10-15
Owned
Michel D
Belgium
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10
Nov 2012
This is my favorite game. I never have enough of it .
2013-03-20
Owned
Kevin Conway
United States
Boonville
Indiana
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For I am not ashamed of the gospel, for it is the power of God for salvation to everyone who believes... Romans 1:16
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10
Jan 2015
2014: 1
2015-01-02
Owned
sloop hmsstarling
United States
South Carolina
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10
Jan 2015
Wilderness War is definitely a 10 - "Outstanding. Always want to play, expect this will never change." This one goes on my desert island list along with A Distant Plain, Dispatcher, and Paths of Glory!
2015-01-08
Owned
Gregory Palmer
United States
Lutz
Florida
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My kind was already old when you were just the gleam in a lemur's eye.
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9.99999
Nov 2007*
With apologies to Kenny Rodgers:

You got to know when to raid 'em
Know when to siege 'em
Know when to infiltrate
Know when to run
You never count your VPs while you're still in Early Season
There'll be time enough for counting when the year is done.

Best of the CDGs but still some curious choices and ommisions.

There is a discussion initiated by a very experienced WW player who has conducted online tournaments and who GMs at the WBC of his perceived game imbalance and his suggested House Rules that starts on 11 November, 2009 in the WW folder on Consimworld. He expresses some different concerns than mine but there are references to the "Death Star" issue.

1) Issue: The "Surrender!" card performs the identical function of the "Truce" card in Hannibal: Rome vs. Carthage, it causes a reshuffle even if not played as the Event. This is fine since it disrupts card counting which is the intention for this kind of mechanism but the supplemental rule which handles cases where the "Surrender!" card has not appeared and not enough cards remain for a full hand to be dealt calls for the distribution of those remaining unplayed cards and then filling the hand with the reshuffled previously played cards. This allows each player to know EXACTLY which previously undealt cards are held by the opponent and thwarts the "Surrender!" card reshuffle mechanism. In the so called "2nd Edition" Rules for Hannibal this flaw was remedied so that any remaining cards in the Draw Pile are reshuffled in with the previously played cards and all are then used for the new hands.

Fix: The obvious method from Hannibal: Rome vs. Carthage cited above.


2) Issue: The huge stacks of Regulars that freely roam the Wilderness which are frequently referred to as "Death Stars" or "Panzer Gruppe Montcalm" or such.

Fix: (These rules only apply to movement in Wilderness/Mountain spaces without a friendly fortification. In Cultivated Spaces, whether those spaces are friendly _or_ enemy, normal multi-leader led forces are permitted per the standard rules.) Only the number of units controllable by the Commanding leader may be activated as a force to either start movement or _enter_ a Wilderness/Mountain space that does not contain a friendly fortification. Other equal/lower ranked leaders may accompany the force (any such supernumerary leaders _would_ be subject to leader loss die rolls). On Defense this rule means that any units present in the (non-friendly fortification Wildereness/Mountain) defending space which are in excess of the same maximum command limitation will cause any Tactical modifier to be voided, that is if Montcalm is defending in a Wilderness/Mountain space with 7 or more French units [even (0-6) Aux units count] Montcalm's DRM will not be in effect even if there are other leaders whose Command Rank would account for the excess number of units. An equal/lower ranked leader (with his own subordinate attached, if available) can still be activated from within a larger stack to move/intercept/avoid with his own maximum number of units. This change makes those 3-7/0 DRM British Army Leaders more individually useful and avoids the unrealistic Super Stacks of units commanded by 4 Command level leaders accompanied by multiple subordinates while an actual Theatre of Operations commander like Abercrombie or Loudoun languishes at a Fortress or minor outpost. It may also make the historical "Louisboug Siege followed by Amphibious attack at Quebec" strategy more attractive since it can be used for a large multi-leader led force.

3) Issue: Forces can never add units (pick up additional units/leaders) during an activated move.

Fix: Once during its activation a moving force may spend one additional MP (either land or boat) to pick up units/leaders up to the capacity of control by the activated leader from a space if there is no leader present or if all other leaders in that space are lesser ranked than the activated Commanding leader. No units/leaders which have previously been activated and/or moved during that activation phase may be picked up by such a moving force. Individually activated units cannot make such a pick-up.


4) Issue: The loss of all Drilled units which are forced to retreat to a wilderness/mountain space that does not contain a friendly fortification is excessively severe.

Fix: After normal combat losses are assessed the subsequent retreat in wilderness/mountain space is treated like Winter Attrition with the exception that if it is a single reduced drilled unit which is forced to retreat it _is_ eliminated.


5) Issue: The Siege Rules permit any single (non-Indian) unit, not just a Drilled unit, but even a Coureurs des Bois or Ranger and even at the reduced strength of 0 in the case of the CdB, to maintain the siege of a fort or fortress over the Winter Interphase regardless of the number or strength of enemy units occupying the fortification. I have questioned this rule on Consimworld and been assured by the designer that it plays as intended and is historically plausible but I think it is ludicrous to believe that a dozen fur trappers are capable of holding the Greater Albany Area (or for that matter Boston or New York) hostage while thousands of Regular and Provincial troops are holed up there and forced to suffer attrition.

Fix: Require any unit/force which attempts to maintain a siege over Winter to have at least half the strength points (rounded down) of the total number in the fort or fortress (so that a 0 strength unit could still siege a 1 strength unit). Failing to have the 1:2 Ratio at the time of Interphase would cause the sieging unit/force to withdraw one space as if it had lost a battle and suffer any normal Retreat Penalties that would apply.


6) Issue: 100% assured foreknowledge of the last game turn ending precisely on a Late Season prior to application of Winter Attrition/Going Home effects leads to a "slash-and-burn" attitude toward Drilled units left in the Wilderness which, if there was an unexpected delay in the cessation of hostilities would be decimated by Winter Attrition and then be easy pickings as additional VPs in the Spring.

Fix: The last "Late Season" game turn in the Annus Mirabilis scenario is subject to being extended by one more "Early Season" on a d6 roll of 5-6 made at the end of the scenario defined last turn; Winter Attrition and Going Home effects are applied normally if the additional Early Season turn occurs. No Raids in the added "Early Season" score points since there is no follow through to another Late Season but normal points for battles and capture/destruction of stockades, forts and fortresses are added to the final score and can cause an Auto Victory.

If playing the Full Campaign game add a "Sudden End/Prolonged Hostilities" possibility by using 2d6 with an ascending roll ending the game after an Early or Late season starting with a roll of 2 ending the game after the Early Season 1760 (no successful Raids score), then roll again at the end of Late Season 1760 where the game would end on a 3 or less and so on with a roll of 4 or less ending the game after Early Season 1761 and continue until the roll at the end of the (added) Late Season 1764; if a 12 is rolled the game ends at the end of Early Season 1765 (assuming the normal Sudden Death Victory conditions have not ended it).

YMMV


Notes on Going Home:

There are two separate occasions when Indians/Leaders Go Home (Rangers/CdB if alone are only required to Go Home after a Raid).

"10.4 Regardless of the outcome of a Raid, all surviving Raiders immediately redeploy." (Note: this is the only paragraph in which the word "redeploy" is used in the Rules instead of Go Home).

The very next sentence in the same paragraph leaps to the Late Season "Indians & Leaders Go Home" reference to rule 4.0 B.3 and where the unfortunate conflation of the two instances occurs.

The next sentence in that paragraph leaps to a reference to 4.0 B.3, "Indians must redeploy if they are not in a fortification during the Indians & Leaders Go Home Phase at the end of each year (4.0 B.3)."

An Indian unit(s) may accompany a leader, >>after a Raid>alone>required
2013-09-22
Owned
mario vallee
Canada
montreal
Quebec
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* Vive L'Empereur! *
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9.9
Feb 2014
top. play MANY time.
2014-06-16
Owned
David Peacock
Canada
Montréal
quebec
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9.89
Oct 2010
CDG
2011-09-24
Owned
Paul Denhup
United States
Alexandria
Virginia
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9.5
May 2003*
Wonderful game on an often ignored topic. Forts, raids, its all here! Veteran designers have made a masterpiece. Well done.
2003-05-26*
Owned
Arrigo Velicogna
United Kingdom
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9.5
May 2006*
IMHO the best CDG I have ever played (with Empire of the sun). The PtP map (who I hate for game like Barbarossa to Berlin or Path of Glory) gives here the right sensation. In addition the strong charaterization of the forces (opposed to generic units) add a great feel to the game.

I definitely like this game
2006-05-07*
Owned
Julien Bonnard
France
Lyon
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9.5
Mar 2009*
One of my favourite CDG, and one of the few game that manages to simulate an assymetrical war between vastly different opponents. The mighty brits have to wage a patient war, cultivating their vast superiority in men, while advancing across the Wilderness to attack the french heartland. Meanwhile, the French benefit from a superior leadership and defensive interior lines (mainly using canoes, which is disoncerting at first...), all the while launching raids with their indian allies. A most excellent game.
2009-04-24
Owned
Rob Winslow
United States
Rochester
New York
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9.3
Dec 2006*
What can I say? Still one of my favorites :-)
2006-12-27*
Owned
Piero Feltrinelli
Italy
Roma
Rome
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9.1
Jun 2015
Interesting Gameplay.
2015-03-18
Owned
Rob "COINFLIP" Seulowitz
United States
New York
New York
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9
May 2003*
I had a luke warm initial response to this title, but the more I play it, the more I appreciate the elegance of the design and the efficiency of the game system. It both accurately reflects the historical situation and also allows players to explore a number of strategic options. Another game the benefits from repeating playing, and which stands up to it well.
And, with experienced players, even the full campaign is balanced evenly. With newbies, play the "AM" scenario and spot the French one more VP.
2003-05-16*
Owned
Karl Newmann
Switzerland
Unspecified
Unspecified
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9
May 2003*
I consider it together to We the People, the best games for card driven system. Beautiful the cards with 1750' prints.
2003-05-20*
Owned
Paul Abrahamse
United States
Ypsilanti
Michigan
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9
Aug 2003*
My favorite of the card-driven wargames (We the People, Paths of Glory, etc.). The tournament scenario is playable in 2-3 hours. The only drawback is the relatively obscure subject matter.
2003-08-22*
Owned
Luca Marcolungo
Italy
Colognola ai Colli
Verona
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9
Nov 2008*
After so many years this one is still on my table on a regular base. It's a little gem: it seems impossible to me that each game is still so different from the others in such a "little" contex, but it's so. The single deck make luck an important factor, but gives great replay value, too. A short, well written rulebook, short set-up time, a good short scenario and excellent design choices make it a perfect 1-2 evening game.
2003-10-03*
Owned
John Buse
United States
Indianapolis
Indiana
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9
Aug 2009*
Outstanding replayability, excellent historical flavor, short playing time for the tournament scenario, and remarkably good rules. Wilderness War is perhaps more dependent on luck than the other card-driven games, particularly in the timing of reinforcements, but this was a conflict that was heavily contingent on factors outside of the North American theater.

WW also has one of the best CRTs around.
2012-01-12
Owned
Kris Vezner
United States
Evanston
Illinois
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9
Aug 2004*
Beautifully-written, clear rules. Gorgeous map and excellent components all round. I feel that it's balanced. In the last turns the French are trying to slowly give away an early lead, not maintain or increase it. If you like the period, then you will love this game. WW captures every relevant aspect of the war and period. Rich flavor that you can feel when you play. But download the living rules from the GMT web site!
2012-05-24
Owned
Robert Patton
United States
Manassas
Virginia
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9
Oct 2004*
Great game! An excellent and well blended game mechanic. So much you want to do and so few cards! The random factor of the cards and the dice blends very well with the cards, movement, leaders, step damage, et al. Get a copy. You will not be disappointed.
2004-10-11*
Owned
John Laprise
United States
Arlington Heights
Illinois
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There is no rest for the wicked...
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...and I am so tired.
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9
Apr 2008*
Great 2 player CDG. Taught battles with a struggle for operational tempo and balance of power. the Tournament scenario is a particularly nice way to introduce yourself to the system.
2008-04-23*
Owned
Chris Kelly
Malaysia
George Town
Penang
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9
Oct 2008*
What an awesome CDG this is! The strategies are actually relatively straightforward but it plays out like chess does as a result and rewards study and planning. This is the classic CDG feel best personified, i think even better than WtP.
2005-03-28*
Owned
James Crosfield
United Kingdom
Gillingham
Dorset
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9
Apr 2005*
After Hannibal the next best card driven war game.
2005-04-15*
Owned
Mike Oberly
United States
Columbus
Ohio
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9
Apr 2005*
I think this one of the best WtP style games. Very tense, as you must watch for potential holes in your lines that raiders can exploit. Seems like play can eventually get a little stale, since there aren't a lot of avenues to explore. One plus that I especially appreciate -- this game has perhaps the best written rules of any board wargame I've ever played (and I've played a lot...!).

Edit: After playing most of the other card driven wargames, this is in my opinion by far the best. Wonderful design! Edit to Edit: Maybe For the People is best. WW is not nearly as complicated. I love them both.

Edit: just received the latest version (summer '15), and what a beauty. Great job by GMT. It's interesting to contrast the original release with this one -- the original release was perfectly fine, but this version is high class from top to bottom, from the actual game box to the mapboard. The game has always been great, but now all the trappings around the game are just as great.
2015-07-14
Owned

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