This blog has always been a colorful tapestry of wildly different gaming topics, by design, not by accident. But even within that eclectic mix, clear dividing lines emerge. One of the most distinct is the rift between the broader board gaming community and the niche but passionate world of historical strategy and war games. These aren’t just different genres, they’re almost different cultures within the hobby.
That said, I’m living proof that this divide is more imagined than real. Like many supposed boundaries in gaming, it’s built more on perception than truth. While it’s easy to think of historical war gamers as a cloistered sub-group with their own sacred tomes and hex-filled rituals, the reality is far more fluid. Just as many historical gamers dabble in mainstream modern board games, there’s a growing curiosity among general board gamers about the mysterious and complex world of historical strategy.
But let’s be honest, crossing the bridge from mainstream games to historical war gaming can feel like stepping into another dimension. It’s far easier to move from heavy war games to general board games than the other way around. This is because historical games tend to be deep, dense, and unapologetically complex as a default. What a seasoned wargamer might casually call “light,” most hobby gamers would label “brain-melting.”
Take complexity ratings on BoardGameGeek as a perfect example. Twilight Imperium, a game known for its epic length and interstellar sprawl, clocks in at a weighty 4.33 out of 5. That’s pretty high, unless you’re a historical war gamer. Compare that to Empire of the Sun, a game steeped in the Pacific Theater of WWII, which sits at a 4.39. At first glance, a marginal difference. But in practice, these two games are judged by entirely different standards. Empire of the Sun isn’t just complex, it’s an Everest of a rulebook, dense with nuance and requiring perhaps a hundred hours of study even for experienced players. Its 45-page manual is printed in a font size small enough to make a lawyer squint, functionally the equivalent of a 90- to 120-page standard rulebook.

To a hardcore historical gamer, Twilight Imperium might feel like a breezy afternoon diversion, perhaps a 2 or 2.5 on their personal scale of complexity.
My point is this: complexity and depth are relative concepts, deeply tied to experience and exposure. The world of historical war games isn’t just more intricate, it’s built differently, with its own traditions, expectations, and design philosophies. From minimalist components to standardized presentation styles, these games often look arcane and intimidating, which, let’s face it, they are, but there’s a strange elegance beneath the surface.
Today, I want to share a bit about my own journey into this fascinating world and offer some practical advice for those curious enough to dip their toes into the deep waters of historical strategy and war games. Whether you’re a seasoned Eurogamer looking for a new challenge or a curious newcomer intrigued by the lore of real-world conflicts, this one’s for you.
Some Encouragement & Reality
Speaking as a fairly typical board gamer who took the plunge into historical strategy and war games, let me offer a little encouragement and a dose of reality.
First, if you’re going to dive into this subgenre, you’ll need to be self-sufficient. These games often require solo setup, self-directed learning, and more than a few hours of quiet study. This isn’t a genre where you crack open the box, skim the rulebook, and dive in with a buddy over pizza and drinks. Technically, sure, you could try, but you’re more likely to spend the evening fumbling through obscure mechanics, wondering why nothing makes intuitive sense.
But here’s the twist: that’s part of the fun.
There’s something uniquely satisfying about deciphering a complex historical war game on your own. You’ll set it up, stumble through turns, cross-reference rulebooks, and gradually bring the simulation to life. It’s a solo endeavor at first, almost like reading a dense but rewarding novel. Once you understand it, you’re ready to teach it, not from the rulebook, but from experience. And if that doesn’t appeal to you, it’s probably a sign this genre may not be for you. This hands-on, slow-burn learning process is the hobby.

Second, and this is crucial, understanding the actual history behind the game is often key to understanding the game itself. Most historical war games fall into the “simulation” category. That means the mechanics aren’t just arbitrary, they’re grounded in real-world events, logistics, and military doctrine. At first glance, some rules might seem bizarre or even unnecessary. But once you dig into the history, why that mechanic exists, what it represents, it starts to make sense. The design isn’t just about gameplay; it’s about reenactment, grounded in research.
In this way, learning a historical war game often involves learning history. If you find yourself fascinated by the “why” behind a game’s structure, why supply lines matter, why political will ebbs and flows, why reinforcements arrive late, that’s a good sign you’re in the right place. If that level of engagement sounds exhausting rather than exciting, though, you may want to reconsider.
Finally, and perhaps most importantly, these games exist in a kind of ecosystem. There’s a lineage of mechanics, design principles, and influences that connect them like branches on a tree. The most complex games often build on systems introduced in earlier, simpler titles. There’s a generational progression, what some call “design DNA.”
For example, jumping straight into Empire of the Sun might be biting off more than you can chew. But games like Washington’s War or Paths of Glory share many of its core mechanics in more digestible forms. They act as stepping stones, easing you into the deeper waters with familiar rules and systems. You’ll find that learning one game helps you understand the next, especially when they come from the same designer or design school. This might be a familiar concept to general board gamers because in kind of works the same way in the mass market. We sometimes call certain games “good introduction games”, for example, Ticket To Ride or Settlers of Catan are often mentioned as good first dives into the larger world of boardgaming. The only difference is that in historical strategy and war games, this tends to be a lot more specific to the target game you want to reach.
That’s why doing a bit of homework goes a long way. Look into game families, designer interviews, and community recommendations. You’ll often find that designers openly discuss their influences, and discovering these connections can help you choose games that fit your current skill level and interests, driving you towards your target game. It’s like crafting your own war gaming curriculum.
In short, historical strategy and war games reward research, patience, and a thirst for learning. If that excites you, then you’re in for a deeply rewarding journey, one filled with rich history, complex mechanics, and a surprising sense of discovery. Your path into the genre won’t just be about finding good games, it’ll be about uncovering stories, systems, and strategies you might never have encountered otherwise.
First Venture
If you’re curious about diving into historical war games, my strongest recommendation is this: start solo. In fact, consider beginning with a game designed specifically for solo play. There’s no better way to test the waters and see whether this niche is more than just a passing curiosity for you.
Thankfully, historical war gaming has a rich and well-established subgenre of solo titles, offering a wide selection of accessible, thematic, and deeply rewarding experiences. Many of these solo games are purpose-built for solo players, meaning the learning curve is often smoother, the rulebooks more forgiving, and the gameplay tailored to your pace.
Even better, these solo titles tend to hover at the lower end of the complexity spectrum, making them a fantastic entry point into the genre. You’ll find more flexibility in terms of theme, length, and mechanics, letting you ease into the broader world of historical strategy gaming without being thrown into the deep end. The best part of solo play is that you can just leave your game up and pick it up whenever the mood strikes you, and that is a huge advantage over trying to put a game night together.
A perfect place to begin is Dan Verssen Games (DVG), a publisher renowned for its high-quality solo-only catalog. DVG has something for almost every historical interest and play style. Want to explore the Age of Exploration? Try the brilliant card-driven 1500: The New World. Curious about command-level warfare? Look into their Leader Series or Field Commander Series, where you take the reins of historical figures or tactical roles across conflicts ranging from the Napoleonic era to modern-day battlefields.

Whether you want to be a fighter pilot flying missions in the Pacific, a WWII submarine captain, or Napoleon himself masterminding a campaign across Europe, there’s likely a DVG game that covers it and does so in a way that feels personal, strategic, and surprisingly educational.
The key benefit to this solo-game approach is that whatever game you pick, you’ll be laying the foundation for future success in the genre. You’ll learn how historical rulebooks are structured (spoiler alert: they’re different), how to use playbooks and reference sheets effectively, and how certain core mechanics, like zones of control, operational cost cards, influence conflict, supply lines, and turn-based simulation tend to repeat across games. This familiarity becomes invaluable as you graduate to more complex titles and multiplayer experiences.
Starting with solo war games, I think is the best way to go, but let’s talk about the alternative starts, low complexity multiplayer games.
Entry Level Historical Strategy and War Games
One of the most common misconceptions about historical strategy and war games is that they’re defined solely by their connection to real-world events. But in truth, it’s not the historical theme that sets this genre apart, it’s the design philosophy, mechanical complexity, and simulation-based approach that distinguish it from the broader board gaming world.
Take Axis & Allies, for example. It’s a well-known game with clear historical ties, and while it shares some surface-level traits with war games, it doesn’t fully belong to the historical war game genre as enthusiasts define it. It straddles the line, a gateway, perhaps, but it’s ultimately a different kind of experience.
So, while it might be tempting to use cross-over titles like Axis & Allies or Memoir ’44 as stepping stones into deeper waters, the truth is that they offer relatively little in terms of preparing you for the complexities and conventions of true historical war games. These lighter games often strip away the very mechanics that define the genre: logistics, command structures, political abstraction, and long-term strategic depth.

Another important thing to note is that most historical war games are two-player experiences. While multiplayer options do exist, and can be excellent, they’re generally not ideal for beginners. Learning is much easier in a one-on-one setting, especially when both players are invested and focused. For that reason, nearly all the entry-level games I recommend fall into the two-player category. You’ll want a dedicated partner, someone who’s equally curious (or patient enough to let you teach them).
Now, let’s say solo play isn’t your thing. You’re ready to dive headfirst into the genre with a partner at your side. Great news, there are entry-level titles that can ease you in without sacrificing historical depth. In no particular order, here are a few strong candidates I wholeheartedly recommend…
Washington’s War by GMT Games (Designed by Mark Herman)
When it comes to introducing newcomers to the world of historical strategy and war games, Washington’s War is my go-to recommendation, and for good reason. It strikes a near-perfect balance of accessibility, thematic familiarity, and mechanical depth without overwhelming new players.
Here’s why it stands out as an ideal entry point:
1. A Familiar Conflict
The American Revolutionary War is one of those historical topics that most people already have at least a basic grasp of. Names like George Washington, the 13 Colonies, and the Boston Tea Party are common knowledge, even for those who aren’t history buffs. That shared understanding smooths the learning curve and creates a sense of immediate connection with the game’s theme.
2. Elegant Simplicity
From a complexity standpoint, Washington’s War sits firmly in the “low” zone, no matter who’s doing the judging. But don’t let that fool you; it’s rich in educational value. The game introduces several core mechanics found throughout the genre: point-to-point movement, influence/control mechanics, operational vs. event card play, the use of Generals, and Command Units (CUs). Each of these concepts is presented in a streamlined, easy-to-learn form, offering a solid foundation for more advanced titles down the line. These are concepts you’re going to run across in this sub-genre of gaming all the time.
3. Playtime That Respects Your Schedule
Perhaps most importantly, Washington’s War is relatively short by historical war game standards. A full session typically runs about 2–3 hours, a far cry from the all-day marathons many games in this genre demand. That makes it easier to get to the table, easier to find opponents, and easier to revisit regularly.
In short, Washington’s War is a masterclass in approachable design. It captures the essence of historical conflict in a digestible, compelling format, making it, in my opinion, the ideal starting point for anyone curious about stepping into the world of historical strategy and war games.
A bonus here is that this is a Mark Herman game, a name you will become intimately familiar with as you explore this sub-genre of gaming, as he is one of the most prolific and influential game designers in historical war gaming, both past and present.
Sekigahara: The Unification of Japan by GMT, designed by Matt Calkins
In the realm of historical strategy and war games, there’s a subgenre-within-a-subgenre known as block games, and if you stick with this hobby, you’re bound to encounter them. These games use wooden blocks to represent military units, adding elements of fog of war, hidden information, and elegant visual design. Block games are a staple of the historical war gaming scene, and among them, Sekigahara stands tall.
Not only is it one of the best block games ever made (in my opinion), it’s also one of the best historical war games, period (again, in my opinion).
What makes Sekigahara so approachable is how streamlined and intuitive it is. It distills the core mechanics of block games into a clean, smooth-playing experience without drowning players in exception-based rules or overly complex interactions. Better still, it’s a card-driven block game, which makes combat resolution dramatically simpler than many of its dice-based cousins. There are no convoluted CRTs (Combat Results Tables), no constant rulebook flipping. Instead, combat unfolds through card play that adds both tension and strategic depth, all while keeping the gameplay fast and accessible.
And let’s not overlook the setting, feudal Japan, one of the most fascinating and dramatic periods in military history. Sekigahara puts you in the middle of the legendary struggle for control of Japan, fighting to become the next Shogun in a civil war that shaped the nation’s destiny. For anyone who loves samurai warfare, clan intrigue, or grand tactical decision-making, this game delivers.
Beyond the theme and mechanics, Sekigahara does something very important: it teaches you how block games work, the hidden information, the maneuvering, the structure of turns and battles, all in a digestible, elegant package. It’s the kind of game that draws you in with beauty and theme, then teaches you the deeper rhythms of the genre without you even realizing it.
If you’re curious about block games, or just want a fantastic two-player strategy game with historical gravitas and refined design, Sekigahara is an absolute must-play. It’s not only a superb introduction to block games, but it may be the best in the genre.
Holland ’44 by GMT designed by Mark Simonitch
If you’ve spent any time in the historical war gaming world, the name Mark Simonitch probably needs no introduction. He’s a legendary designer known for his brilliant card-driven classics like Hannibal & Hamilcar, Hannibal: Rome vs. Carthage, and Caesar: Rome vs. Gaul—games that blend historical drama with elegant card-driven strategic play. But Simonitch is equally renowned for his work in another cornerstone of the hobby: hex-and-counter wargames.
Among his acclaimed World War II series, which includes Normandy ’44, France ’40, and Ardennes ’44, among many others and my personal favorite is Holland ’44: Operation Market-Garden. It’s the standout title in a consistently excellent lineup.
There are three things that really make this game stand out in my mind as an excellent choice to explore hex and combat warfare on the tabletop.
First, the rules system is intuitive and elegant, especially for the genre. It features core mechanics like zones of control, step losses, terrain effects, and combat results tables, but without the kind of overwhelming complexity often associated with traditional hex-based wargames. It uses a familiar “I go, you go” turn structure, and everything is presented in a clean, logical format that helps you ease into the broader world of hex-and-counter design.
Second, learning Holland ’44 doesn’t just teach you this game, it opens the door to an entire series of similarly structured titles. Once you’ve grasped Simonitch’s system, moving on to other battles in the same line, not limited to but including Normandy ’44, Sicily ’43, Salerno ’43, and more, feels like a natural progression rather than starting from scratch. You’ll already understand the basic rhythms, and each game simply layers on new historical flavor and scenario-specific tweaks.
But the real heart of Holland ’44 is the fascinating historical battle it simulates: Operation Market-Garden, the bold Allied attempt to seize key bridges in the Netherlands in late 1944. The scenario is filled with tension, tight decision-making, and a delicate balance of aggression and caution. The interplay between airborne landings, armored thrusts, and critical chokepoints creates a dynamic and suspenseful experience.
This isn’t a quick game, it will take 4-5 hours so you’ll want to dig in, focus, and commit. But in return, you get a deeply strategic, highly replayable, and richly thematic battle that captures the ebb and flow of this ambitious WWII operation. There’s a unique narrative tension to it, driven by risky gambits and critical timing, especially around bridges and river crossings, that makes every session memorable.
If you’re even remotely curious about the hex-and-counter style of war games, Holland ’44 is a fantastic place to start. It’s approachable, richly historical, and part of a broader system that rewards your time and effort with an expanding world of connected titles. Simonitch’s series isn’t just a masterclass in design, it’s a gateway to a whole new level of historical gaming.
Conclusion
Hopefully, from this article, you got some advice, tips on a few good entry points to the sub-hobby of historical strategy/war games and perhaps found something to research further.
Game selection is, in the end, a personal thing, and I think it would be criminal for me to leave you with just entry-level options without slipping in some of my personal favorites. So in this final bit, I will leave you with a few more entries to consider. These aren’t exactly entry-level games so you will want some experience before diving into these, but I consider them absolute staples of the genre.
Imperial Struggle by GMT Designers Ananda Gupta and Jason Mathews
You’ve probably heard of Twilight Struggle, it’s a titan in the board gaming world, consistently ranked among the top 10 on BoardGameGeek. And while it’s a phenomenal game, it’s not my pick for newcomers to historical strategy games. Instead, I’d point you to a different title from the same acclaimed design duo: Imperial Struggle.
Where Twilight Struggle distilled the Cold War into a tense, card-driven duel of influence, Imperial Struggle goes broader and deeper. It covers the century-long global rivalry between France and Britain, spanning four major wars from the War of the Spanish Succession to the American Revolution. This is a game of world-spanning conflict, military, political, and economic, played out across Europe, North America, the Caribbean, and India.
What makes Imperial Struggle such a strong entry in the influence control genre is how approachable and intuitive it feels, despite its enormous scope. The rules are tight, the turn structure clean, and the gameplay rhythm, once grasped, flows naturally. It’s the kind of game that feels complex in concept but smooth in practice. Within just a few turns, you’ll find yourself fully immersed in maneuvering fleets, shifting alliances, and managing colonial tensions without feeling overwhelmed. You’ll be thinking strategy, no rules absorption.
Even better, the mechanics aren’t overly esoteric. Even if you’re not a die-hard historical gamer, you’ll find the systems relatable and digestible, in many ways more so than its older sibling Twilight Struggle which relied heavily on deck memorization to play it successfully, creating a very high strategic learning curve. The decisions in Imperial Struggle are meaningful, the board state ever-evolving, and the replayability is immense thanks to shifting event dynamics and strategic depth.
I absolutely love this game. It’s one of the crown jewels of my collection, ambitious in design, elegant in execution, and endlessly rewarding to play.
Paths of Glory by GMT designed by Ted Raicer
An absolute classic in the historical war game genre, Paths of Glory was originally released in 1999 and has been consistently updated and refined ever since.
In this game, you command the entirety of World War I from start to finish, using a brilliant card-driven mechanic on a point-to-point map. The claustrophobic nature of trench warfare, the unreliable timing of allies, and the unpredictable escalation of the war are all captured with exceptional nuance; every session unfolds differently.
There are no set routines, no default strategies, no predictable scripts. This is a war you fight on instinct. Yet every decision, every troop movement, every card play, every offensive, is deeply impactful and often dramatic.
When you make a mistake, the consequences are disastrous. When you succeed, you feel like a genius. It’s a game that pulls you in emotionally, and I’ve never met anyone who played it just once. Paths of Glory is practically a self-contained hobby, thanks to its addictive, immersive nature.
It remains one of the finest historical war games ever made and one of the few that captures the full scale and horror of World War I.
Paths of Glory is to historical war games what Agricola is to Euro games, a sort of complex but timeless classic that you could almost say you should play at least once in your life.
The U.S. Civil War by GMT designed by Mark Simonitch
There are only a handful of games I would call a “complete experience” or the “final word” on a historical subject, and The U.S. Civil War is one of them. In my eyes, it’s a masterpiece: a sweeping, deeply nuanced simulation of the entire American Civil War, capturing both the complexity and the inevitability of its outcome.
This game fully embraces the asymmetry of the conflict, as both sides struggle with unsolvable logistical nightmares while fighting a war that often feels impossible to win. It’s not just a historical re-enactment, it’s a “what if” engine. The game asks you: What would you do differently? It gives you the freedom to try, and yet, the more you play, the more you find yourself making the same agonizing decisions the real generals made. It feels like history asserting itself, no matter what path you choose.
That’s the magic of The U.S. Civil War. It’s not only a strategic challenge, but an experiment in inevitability. The simulation is so tight and evocative, it teaches you why history unfolded the way it did, not by telling you, but by letting you live it.
It also happens to be an excellent solo experience. With no hidden information, it becomes a pure strategic exercise, where you’re simply trying to outthink yourself on both sides of the conflict.
This is one of my absolute favorite games. If you’re at all interested in Civil War history, this is the game to play. It’s the crown jewel of the genre.
Empire of the Sun by GMT designed by Mark Herman
The coup de grâce of historical war games, Empire of the Sun is nothing short of a masterpiece. Without question, it is, in my opinion, the greatest board game ever designed, across all genres. It is the final word on what truly brilliant game design looks like.
But brilliance has a cost.
Empire of the Sun is also one of the most complex, demanding, and mentally taxing historical war games in existence. It stretches the very definition of “depth” until it feels like there’s no bottom. A card-driven, operational-level, hex-and-counter simulation of the Pacific War, it pushes the boundaries of what is reasonable to ask of players.
And yet, if you persevere, if you navigate the labyrinth of rules and begin to grasp not just how the game works, but why, you reach a moment of sublime understanding that is unlike anything else in gaming. It’s not just rewarding. It’s transformative. Finding someone else who also knows how to play Empire of the Sun feels like discovering a secret society.
The simulation is extraordinary. Like The U.S. Civil War, you are free to rewrite history, but in Empire of the Sun, the possibilities are endless. You can change the war. Improve on it. Explore it. Reimagine it. The game practically dares you to study history, to go beyond the table and into the depths of books and documentaries, simply to keep pace with what it’s offering you, and each real-world discovery you will be able to apply the game. The simulation is so realistic that real-world knowledge applies.
It is, for the right player, pure bliss. But I won’t pretend it’s for everyone. In fact, I suspect most players will never make it through the rules—and that’s okay.
But if you ever find yourself searching for the ultimate challenge in historical gaming, Empire of the Sun awaits. One of the finest board games ever made, and a towering monument to what this hobby can achieve.
Hope you enjoyed the article, this one was for my historical war gamer readers who I’m almost certain will disagree with just about everything I said, but so it is with historical war gaming. Lots of opinions, lots of personal investment. Finding your own games and routines is a big part of the magic show, so go out there and explore!



















