Wednesday, 19 August 2026
Quartermaster General: South Front
Monday, 8 June 2026
Quartermaster General: East Front
For your second movement phase, only tanks and ships can move. For land units, the tank’s ability to move in both phases can be crucial to help you capture territories. When you enter enemy controlled but unoccupied territories, you capture them.
At the end of your turn, you draw three cards, or up to a maximum hand size of five. Although you normally play only two cards on your turn, sometimes you spend more cards due to pressing attacks or responding to the enemy’s actions.
For the German player, that is one complication. He controls two types of units, German and Pact (i.e. other members of the Axis). The cards for them are different and you can only use the cards on the corresponding units. Also, they cannot attack together.
I played against Han. I was the Germans and he was the Soviet Union. I started with many units, well poised to attack. He did not have many units, and it felt almost impossible for them to hold out against the Germans. It was a matter of how far and how fast the German armies could push. The Soviet did control more victory point locations at the start, so there was pressure for the Germans to conquer and keep up in victory points. The game felt like a war of attrition. It was not easy to build new troops. Not many cards allowed building new troops. It was possible to spend cards to build new units, but it was an expensive thing to do, and it was time consuming for me to transport troops to the front lines.
One type of card in the game is contingency cards. Both players have five contingency cards. They are always available to you from the start. It is just a matter of when you decide to use them. Your opponent can see your contingency cards so they can prepare for them. You too can plan around them. They allow strategic planning and also help create some historical accuracy.
One thing I was quite impressed by the game was how historically accurate the end game turned out to be. I thought as the Germans I did pretty OK all the way till near the end. I was ahead in points. I just needed to hold on to this lead. There were only a few more turns to go. I completely underestimated the counterattack of the Soviets. My front line crumbled and the Soviets managed to make it all the way to Berlin, entering the gates exactly on the very final turn. It was an amazing turnaround.
The game gets better as you get to know it better. You get more familiar with what cards are available in your own deck, as well as in your opponent's deck. You can anticipate your opponent’s card plays. I like how the card effects steer you towards a certain level of historical accuracy. However they don’t feel restrictive. You won’t get all the right cards at the right times, so you need to manage this. You need to think about how to make the most of the cards you get. You can’t always hold on to a card to wait for that perfect situation. I think this is what makes the game challenging and fun.
Tuesday, 12 May 2026
Talon
The battlefield is abstracted to a 2D hexagonal map. You fly your spaceships around and shoot at your opponent’s spaceships. There are different classes of spaceships and they have different abilities. The spaceships of the two factions are also a little different. There are differences in fire power, shields and manoeuvrability. Yes, these spaceships have shields. There are shields on all four sides, and you need to completely destroy a shield before you can hit the spaceship itself. If your shield is depleted, you can recharge it somewhat.
Guns have different facings and you can only shoot in specific directions. They also have different ranges. Naturally, the closer you are to an enemy, the more lethal your hit will be. One thing you can do in the game is to adjust the power core of your spaceship. This affects the manoeuvrability and also other characteristics of the ship.
When playing the game, I feel like I am playing a game of warships during the age of sail. I don’t mean it in a negative way. I think it is partly because the map is 2D. You have to manoeuvre your ship well and position yourself to shoot at the best possible moment. Every time you shoot, you need to recharge your weapons before you can shoot again. So this is not a game where you just keep pressing the fire button. You need to be smart about when the best moment to shoot is. This is not a fast and furious type of game. You have to be deliberate and careful.
So far I have only played one introductory level game where the two sides only have two ships each. I have not yet experienced the complexity of larger scale battles. I find the game serious and strategic. It reminds me of Star Wars X-Wing, not because of how similar they are, but because of how different they are. Similar setting, but very different gameplay experience. Star Wars X-Wing is the kind of game where you go pew pew pew. Talon feels more like a serious war game.
Thursday, 25 December 2025
Cthulhu Wars
Sunday, 7 December 2025
Polis: Fight for the Hegemony
Sunday, 7 September 2025
Shogun
Three of the actions are related to building structures. Three are related to raising troops. All of these require money, so there is one action for collecting taxes. When you do this, the province becomes unhappy and in future, it may revolt. There is one action for harvesting rice. You need rice to feed your population in winter. If you don’t have enough, you may get revolts and lose provinces. The last two actions are for initiating battles. This is when you attempt to capture an opponent province or an uncontrolled province.
At the start of a round, the order of the first five actions are known, but the rest will only be revealed during the round. Everyone performs the actions simultaneously, except for battles which are executed in player order. You cannot plan 100% accurately since you don’t know for sure the order of all the actions. You may plan to build a structure, but if that province gets captured before the build action is performed, you will be unable to perform that action. You don't on the province anymore. Well, that might not be too bad. The worse situation is you build and then the province gets captured.
The most eye-catching part of the game is the cube tower. This is the mechanism for battle resolution. Soldiers (and also revolting peasants) are represented by cubes. When two armies clash, they are all thrown into the cube tower, and you determine the outcome of the battle by the cubes which fall through. Some cubes will get stuck inside the tower, and they may only be knocked out in a future battle. Of the cubes which fall through, soldiers of the opposing armies eliminate each other. You win if you still have soldiers left over. They go back to the province on the map.
The game is played over a fixed number of rounds, and the highest scorer wins. Provinces are grouped into regions. In addition to scoring points for the structures in your provinces, you also score points for having the most of specific structures within regions.
Wallenstein (2002) was unusual as a German game of its era, because of how prominent warfare is in the game. Shogun was published in 2006, four years after Wallenstein. Many aspects of the game are deterministic. You know how much money you have and you know how many new troops and structures you can afford. Uncertainty comes in the order of some of the actions and also where your opponents might attack. Although there are only two attacks per player per round, which doesn’t seem like much, but sometimes an invasion by an opponent can drastically affect your plans. Provinces have different characteristics. Some produce more rice, some generate more taxes. They also have different numbers of slots for structures.
This is a simultaneous action selection game. You need to plan how to fully utilise your provinces. You need to construct buildings for points and for their abilities, for example, castles increase defense strength. You certainly need to plan to attack and capture provinces, and to defend against attacks.
Saturday, 16 August 2025
Pax Pamir
Like other games in the Pax family, this is a game about manipulating the board situation to fit one of several possible end conditions. It is not a game about accumulating victory points.
My game ended quite abruptly, while I was still trying to fully figure out what was going on. this is not a simple game. The board and the pieces look minimalistic, but it is quite a challenge to manage the cards you are going to buy and play. Your most important actions come from the cards you are able to play. Despite the simple structure, the game is complex because most of the details are on the cards themselves. You need to manage your tableau of cards. You also need to be aware of what your opponents can do.
I need to play this game again because I am still figuring out the strategy.
Monday, 16 June 2025
A Gest of Robin Hood
The Game
The first thing I learned from this game is a new word. Gest. It means story or adventures. This is a COIN game - counterinsurgency. Normally these are set in modern day or close to modern day situations. Seeing this applied to a medieval era scenario is certainly refreshing. This is a two-player game, one playing Robin Hood and the other the Sheriff of Nottingham. Robin fights for justice, while the sheriff wants control and order. This is a tug of war. In the game there is a track for justice vs order. The players try to pull the marker towards their end of the track. When the game ends, the position of the marker determines who wins.
A Gest of Robin Hood is a serious wargame. Not a complex one among wargames, but it is a serious take on the folklore, very much unlike what I remember of the Disney animation movie. This is not a simple game and it takes some effort to learn. It is interesting to see the COIN mechanism applied to this setting. Too bad I was a lousy outlaw and I didn't really experience the full game.





















































