Top 10 Table Top Role-Playing Games

The one thing I always tell people who enter the hobby, people who typically enter the scene through Dungeons and Dragons is that while D&D is an amazing game, it is but a small piece of a much larger world. In today’s list, we explore some of the amazing RPG’s that have been made since Dave and Gary penned the grandaddy of role-playing games decades ago. I have focused this list with advice aimed at Gamemasters looking for great systems, but I think players should find this list entertaining as well. Note also I have only included games I have actually played or run and obviously, I have not played everything that has ever been written. I’ve also tried to focus on games that are actually still available today, obviously giving you a list of RPG’s you cannot buy and play today would probably not be terribly useful.

10. Star Trek Adventures

Star Trek is a franchise that has seen a lot of renditions over the years in the RPG genre and arguably, many of them made a respectable showing, but Star Trek Adventures is the game to beat.

I was a little bit hesitant about adding this game to the list because frankly, it misses the mark a bit with some of my criteria for this list, but I still think for Star Trek fans this is a great game.

The issue with Star Trek Adventures is that the books are poorly organized, written in a narrative style where rules and story are blended into the text making it difficult to use the books as a reference and the rules are, well, kind of complicated with a lot of high-level concepts that aren’t easy to teach. This makes the game difficult to get to the table and it’s a bit of a chore to run as a GM.

That said, if you can get past this difficulty curve, Star Trek Adventures does an amazing job of bringing Star Trek stories to a group ready to take on the intricacies of the final frontier and I think if you are a fan of Star Trek and want to experience it in RPG form, this is your game and it’s worth jumping through the hurdles.

The difficult thing with bringing Star Trek stories to an RPG, in general, is that it requires a lot of setting knowledge on the part of the players to really bring the stories to life. The terminology, Starfleets command structure and how ships and technology work, are all core knowledge that is required to get the most out of the game. The game does teach you all this, but typically players aren’t the ones reading the books and I think sitting down and explaining the Star Trek universe to players who aren’t already fans is going to take a very long time and probably won’t translate well. As such, this game should be approached with assumptions that players are already in the know and it then comes down to explaining how the rules bring all these setting concepts to life.

Being an Origins Award Nominee is indeed an honor, but I think they could have won if the game had better editing. The books writing style and organization is one of the failures of Star Trek Adventures.

Here Star Trek Adventures really shines as the connection between the intricate setting concepts and the rules of the game are in perfect sync and really bring to life the complexities of technology in the Star Trek universe. The intricate relationships of the command structure, the unique skills of the Star Trek universe, the way technology works and all of the history of Star Trek are all embedded into the mechanics in this rather perfect union.

It’s a lot of work to make Star Trek come together at the table, it requires knowledgeable Star Trek fans and a DM willing to study the intricate rules, but when the stars align, this game is a Star Trek fans dream.

For me personally, it was worth the stretch to get this one to the table as I’m a huge Star Trek fan but it comes with the above disclaimer and certainly wasn’t easy, it’s definitely for more advanced players.

9. GURPS (Generic Universal Role-Playing System)

GURPS has been a household name in the RPG community for decades, it’s been around nearly as long as D&D and Steve Jackson is a wonderful designer that makes a lot of really great stuff.

Published in 1986 by Steve Jackson, GURPS is a role-playing system designed to cover every setting and genre imaginable as a universal RPG system for all occasions. It was the first of its kind when it was published in a market where games were always published for specific settings and/or genre and despite decades of role-playing game publishing, it is even today a leading member of a small group of games that take this approach to role-playing.

GURPS is in its 4th edition of the game but unlike so many role-playing games that have many editions/versions, GURPS core mechanic has been largely unchanged and the 4th edition books are backward compatible with all material that goes all the way back to its original 1st edition which is a big plus for fans.

What makes GURPS special and the reason it’s on this list for me personally is that it’s a system that handles settings and stories that most other systems are ill-equipped to do so, the unique stuff typically not covered by other games.

This is the game I pull out when I want to run something really unique or very specific. In the last few decades, I have used this system to run westerns, unique science-fiction time-traveling stories, superhero games and modern police dramas.

GURPS also has amazing source material support, you would be hard-pressed to pick a topic that GURPS doesn’t have a sourcebook to support it, giving you specialized rules coverage for just about anything you can think of which is great for GM’s, in particular those exploring more unusual subjects for role-playing.

GURPS, as it promises, is well equipped to handle a wide range of stories and while it certainly can do the standard stuff like Fantasy for example, I personally find it excels more at times when you want some really specific customization and need a flexible system that can handle it.

If you are a fan of GURPS, this is a system that has coverage of settings and genres that have their own systems, for example, you can play Werewolf the Apocalypse using the GUPRS system. This is a great feature if you just want to stick to one system but try out a lot of different setting material.

Over the years I find I use it less and less often but this is because today there are so many RPG’s that handle so many specific topics that GURPS’s universal approach becomes less and less necessary. For example, I used to use it to run games like Star Trek, Dune or Aliens because games covering such specific genres and settings generally didn’t exist or were handled poorly, but today this is no longer the case and usually, when a game system focuses on telling a specific type of story or describing a specific setting, it will do a much better job of it than a universal system like GURPS can.

It’s still a great tool in a GM’s toolbelt however and I find that on occasion I still find a reason to use it. Don’t let the rumors of its complexity fool you, while GURPS is a very robust system that has great rules coverage, it is a very easy game to run with a very standardized system that is easy to teach. Great game, it earns its place at the tail end of this list.

8. Alien RPG

Free League Publishing has produced some really amazing role-playing games since their arrival in the role-playing market and Alien the role-playing game certainly qualifies as one of the good ones.

What I really love about Alien the RPG is that the people who wrote the game really understood not only the setting material but the core concept behind the Alien story. In particular, their attention to the structure of a good movie-driven story which is all about horror in space. They really get that concept of drama that rises from the unknown tension of being in a movie about Aliens that will kill everyone, but not really knowing how that story will evolve, what the details of this next iteration of the movie will be. Players that enter this game know that they are likely going to die, the question is how and of course their is always hope that, like in the movies, they will be one of the survivors.

The cinematic mode in the game is a great example of that specific design approach that really lets a GM tap into the heart of an Alien story setup. You have to realize that Alien(s) is based on a series of movies, which if you include all of the Alien movies, the expanded alien flicks like Prometheus and all of the Predator vs. Alien movies, this franchise is all about short, violent stories about humans interacting with these horrific monsters in space.

This cinematic mode is the perfect setup but if you want that tension to be something that rises over the course of many sessions, the campaign mode is a great way to slowly build up that tension to the inevitable clash with these monsters where players have an opportunity to get attached to their characters so that when that final moment comes, the horror is that much closer to home.

It’s a very simple system to learn and teach, there are some really great story modules that bring amazing alien tales to your table if you aren’t into writing one yourself and Free League Publishing games are masters of book organization that makes the whole experience that much better.

My one and only complaint about the game is that they use black gloss pages with white text in the book and I know that this is a design choice, but it’s really hard on the eyes, I wish publishers would stop doing this.

If you love the Alien movies as I do, this game handles the material beautifully and I would argue that in terms of games on this list, Alien the RPG is the king of one-shots. This is a game that is tailor-made for bringing a group of players together for an all-day event and because it’s such a simple system and game, it’s perfect for introducing the concept of role-playing to non-gamers.

Absolutely love this one, fantastic work coming out of Free League Publishing.

7. Star Wars (West End Games Edition)

The West End Games version of Star Wars is a bit more like the books rather than the movie, which is to say it’s a bit more gritty and serious version of the Star Wars Universe.

There have been a lot of games that tried their hand at bringing the Star Wars Universe to an RPG, but there is only one that gave George Lucas the middle finger and showed us what Star Wars should be and that is the West End Games take on the Star Wars.

This edition of the game ignores some of the fuzzy and often hard to swallow concepts that the movies represent like inept Storm Troops who can’t hit the side of a barn with blasters and the ridiculously stupid way the villains of the world behave when heroes come along to try to stop their evil plans.

West End Games allows Star Wars to be a bit more serious, it’s a world where Storm Troopers are elite soldiers not to be trifled with and the Empire is a serious threat that isn’t going collapse because a farmer from Tatooine learned to swing a laser sword around.

This more genuine take on the Star Wars universe is what West End Games was going for and I love it. It turns Star Wars into a more serious science-fiction setting, where a blaster to the face will kill you, where being shot at is actually dangerous and space battles are represented with a sense of realism that satisfies fans of the genre who wish the movies were a little bit less space fantasy and a bit more space reality.

I know it’s not everyone’s bag, but for me, a version of Star Wars that is no PG rated is just what the doctor ordered, this is my favorite version of Star Wars in RPG form. The system is easy to learn and teach and it makes itself far easier to bring to the table than the many efforts that followed like Edge of Empire or the D20 Saga version.

Great game, great system, takes itself a bit more seriously yet manages to nail the Star Wars universe perfectly and despite its age it’s still in print today.

6. Dungeon Crawl Classics

It doesn’t take itself seriously, but DCC has some really innovative mechanics that are easily portable to Dungeons and Dragons, the basis for this one which I consider a classic as its name suggests.

There are many variants of Dungeons and Dragons and though I think most would count Dungeon Crawl Classics among them, I would argue that it’s got its own thing going and really doesn’t quite count as such a variant.

DCC is more than just D&D, it’s Gonzo D&D, a game with some serious wackiness to it designed almost like a spoof of D&D, meant for a fun and silly approach to the fantasy adventure.

Now you can approach this game with some seriousness if you wanted to and really the system itself lends itself to that style of play as well with a great magic system and some really cool concepts for martial classes, but for me personally, I lean into the skid here. The game is written in a style that suggests that you should see it as a kind of comedy show and given how the adventures are designed, the artwork and general wackiness of the premise, everything about DCC makes this the ideal game for a sort of Mighty Python version of Dungeons and Dragons.

This game generates laughs and my friends and I were in stitches when running this one. It’s everything you love about D&D with a comedy twist and it simply asks you to let go of your inhibitions and grognard mentality and accept it for what it is, a light-hearted version of Dungeons and Dragons.

I recognize it’s not for everyone but personally, I love it, it’s a great game in particular in short stints, the funnel concept is amazing for a one-shot and there is plenty of meat on the bones to keep the laughs coming if you want to make a campaign out of it.

A metric ton of fun, yet a really well-designed game, it’s fantastic.

5. Forbidden Lands

If you are the type of GM that thrives on open sandbox and on the fly emergent story and gameplay, Forbidden Lands is the perfect game for you. Everything about this game screams improv.

The second Free League Publishing game on the list, Forbidden Lands is simultaneously an awesome concept, a fantastic take on the classic game of Dungeons and Dragons, while at the same time being a great fantasy setting all in one game.

I can’t say enough positive things about Forbidden Lands. It’s a survival game in a fantasy universe with very deadly mechanics and a really gritty feel to it putting it squarely in the OSR wheelhouse, yet its mechanics are sleek and modern, with an absolutely fantastic dynamic world-building concept at the core of gameplay.

Players are survivors of a world that has gone terribly wrong and they are charged with trying to find a way to not only survive in this harsh environment but to thrive. The world around them is completely unexplored and the players must follow dynamically constructed clues about what is out there and because the game is an open sandbox, every group is going to take its own approach on how to proceed.

Players don’t just contend with the monsters that dwell beyond the borders of their village but they must deal with the harsh realities of weather, basic necessities like food and water and the absence of proper civilization. There are no blacksmith shops to buy everything you need or taverns where you can easily access the basic necessities and comforts of life. Everything in this game is a struggle and players are always on the brink of death no matter where they turn. The only thing they can rely on is each other and this creates amazing table dynamics.

I adore Forbidden Lands and if your fan of Dungeons and Dragons, while this system is certainly wildly different mechanically, everything about it is going to be familiar nonetheless. An amazing experience, in particular in the hands of creative GM’s.

There are a few quirks in the game that I would say require some minor correcting like the Peddler class that has a way of spoiling some of the survival gameplay elements but these are easily house ruled issues that can be solved and there is a great community around this game from which you can get lots of great advice some.

Highly recommend this one if you haven’t tried it.

4. Vampire The Masquerade (5th Edition)

It’s a really well-designed game with a very poorly written book, but playing a vampire in the world of darkness is a gaming experience that is so much fun, its worth overcoming the hurdle of this terrible book.

I love White Wolf games, specifically their world of darkness setting and certainly Vampire The Masquerade has to be my all-time favorite game set in that world. The games 5th edition did a lot of housekeeping in terms of rules to give the game greater balance but really the big strength of this latest edition is how the mechanics of the game and the story of the game are properly connected. The mechanics really bring out the horror of being a blood-sucking monster in this latest edition by implementing the hunger system and trimming the fat off the disciplines to bring them more in line with a game of vampire politics rather than a game about vampires abusing each other with disciplines as was the case in past editions.

I love the new take on the game, I’ve been running this game for a couple of years and it just works to bring that Vampire story to life in all its gory splendor.

This game would be much higher on the list if it was not for the fact that the actual core rulebook for the game is an absolute nightmare to work with. This has to be an example of the worst kind of RPG editing in the history of RPG’s. Simply put, no matter how many times I have read the book and how long I have played this game, I still can never find a single bloody thing in that book. Everything about its layout and editing is completely illogical, the editors of this book should be fired immediately.

That said, it’s a simple enough game that after a few sessions you will have most of the important stuff put to memory and so really, the game has a natural flow and simple system that you can largely get away with running the game just with the storyteller screen in front of you. Being a vampire is a lot of fun and this game really gives that to you in every spectrum and definition of the classic monster.

Love it, if you have never played Vampire The Masquerade, I would argue you are yet to really experience the RPG hobby to its fullest.

3. The Song of Ice and Fire RPG: The Game of Thrones Edition

I’m a huge fan of The Song of Ice and Fire story and world and as such, I have huge expectations and demands from an RPG that tackles this setting. This game not only met those demands bar far exceeded anything I could have hoped this RPG to be. This is one of the best interpretations of a setting into an RPG I have ever had the pleasure to experience.

In the last decade, I have had a really wide range of gaming experiences, but without question one of my absolute favorites is a short six-session campaign I ran in the seven kingdoms using the Song of Ice and Fire RPG (The Game of Thrones Edition) <- Yes that is a mouthful.

The Song of Ice and Fire RPG has got to be one of the best translations of a setting into an RPG I have ever experienced, Green Ronin Publishing knocks it out of the park with this game.

All of the intricate relationships between characters, the house building and politics mechanics, the absolutely fantastic social combat rules, the gritty and really brutal combat mechanic and of course just the setting writing all come together perfectly in a game that conjures up the TV show and makes you feel like your part of it.

There is so much great writing in these books, the organization and GM advice you get really helps tremendously in bringing The Game of Thrones to life at the table. I especially love the character creation building that has the players working together to not just form an adventuring group but a sort of dysfunctional family.

As a huge fan of the books and the TV show, I had an absolute blast with this one and I’m certain I’m going to run it again in the future. Our game only lasted six sessions but it was one of the most memorable six sessions of my gaming career. In our story three brothers struggled against each other for control of the house the players built together and in that short period of time they were engaged in a Knights tournament, they fought The Mountain in combat, they fought alongside The Starks in war, they betrayed each other in cunning political games and ultimately destroyed themselves. It had absolutely everything you could possibly ask from a Game of Thrones story and this system helped bring it all to the table.

I love this RPG, it really is a work of art.

2. Alternity

Bill S. and Richard B. create magic in what is the unquestionable king of Science-Fiction RPG’s, Alternity. This is not only one of the best sci-fi RPG’s, it may very well be one of the best RPG’s ever made.

While all the games on this list I consider personal favorites I would happily play or run at any time, at this point in the list we are getting into the games that really define me as a GM and as a role-player and Alternity is certainly such a game.

There are a lot of science-fiction games out there but in my humble opinion Alternity is worlds apart, this is the single best science-fiction RPG ever written, period. The work of the super team (Bill S. and Richard B.), it is a combination of brilliant design and inspired writing.

Alternity covers all forms of science-fiction genres from X-Files style conspiracy, Near Earth, Post-Apocalypse to hard science-fiction and science-fiction opera. It does all of that under a single, flawless system that makes use of 4 core classes, yet is distinctively skill-driven.

I adore this game and have used it countless times in everything from time-traveling games to space exploration games and everything in between. It’s a very simple system, yet so robust that even though there are only 4 classes you will never make the same character twice.

The game’s handling of technological eras, concepts like mutations and cybernetics, ship combat from hard science reality style to Star Wars space opera style, is all handled with perfection in this one game.

As if this wasn’t enough, Alternatiy has some of the best supplements for an RPG I have ever read including the absolutely astonishingly awesome StarDrive campaign which I say without reservation is the single best RPG setting ever written, period. The fact that it’s supported by this fantastic system is just icing on the cake of perfection.

I know that availability on this one might not quite hit the criteria for the list, but this is a game that was over-printed so finding books in the 3rd party market is actually quite easy, you can find it on Amazon or Ebay at very reasonable prices. There is a new edition of the game that was put out, I don’t know anything about that one so it should not be confused with the original TSR version.

I have not a single negative word to say about this game, it’s perfect. If you want science-fiction, it begins and ends with this game.

1. Dungeons and Dragons

The one and only Dungeons and Dragons makes the top of the list which should come to the surprise of no one!

While my desire with this list was to expose my readers to other RPG’s for their consideration, this list would be a bald-faced lie if I did not put Dungeons and Dragons in the number one spot.

D&D has had many editions over the years, but in each era in which it appeared whether it was 1st, 2nd, 3rd or 5th edition, Dungeons and Dragons was always my number one, favorite game to play. The only exception in the last 30+ years of my gaming life when that wasn’t true was during the brief period when 4th edition D&D was the current version of the game. I really didn’t like that version and it was the only time that I would not have put D&D as my number one choice of RPG.

I consider all of the editions as members of my D&D toolbox and as a DM, I’m more than happy to run any edition (except 4th) and I would typically do so for different reasons. I will very soon create a top 10 versions of D&D list which would include various retro-clones, spin-offs and re-imagining into this category and certainly if pressed I could put the editions of D&D in order from favorite to least favorite, but all and all I have enjoyed all of these games and I consider every one of them excellent RPG’s.

I’m certain however if I was pressed today to pick my favorite version of Dungeons and Dragons, the one I reach for when a fantasy story pops into my head that I want to explore there is no doubt that “my” preferred version of the game is 1st edition BECMI (Basic, Expert, Companion, Master and Immortal). Typically I would use a modern retro clone like Old School Essentials if we want to get strictly down to the specifics, but ultimately 1st edition Basic D&D for me personally is the simplest game to run, the one that sticks to the D&D concept the best and is the most fun for my players. It’s fast, challenging, easy to learn and teach and above all, fun as hell. It’s D&D in its purest form.

Some Honorable Mentions

There were quite a few games that were cut from this list and though I would argue for good reason, I do think they deserve a courtesy nod for being in contention.

Star Wars Edge of the Empire is a game that teases me with one of my favorite franchises of all time and it certainly was a contender, but in the end the narrative dice system, while clever is just too fussy and demands far too much from a gaming table. I like the ingenuity of it, but it misses the mark for me personally and certainly doesn’t compete with my favorite take on the Star Wars universe.

Warhammer Fantasy Role-play 3rd edition like Star Wars Edge of the Empire has a clever take on role-playing with its narrative dice, but I find it has the same issue as its Star Wars follow up. Too much fucking about with translating these dice to make something useful out of them at the table. I want to love the concept because conceptually it’s really good, but it’s just too impractical at a gaming table and its board game approach to RPG management distances itself too much from the hobbies traditions and assumptions. It was a good effort with a lot of really great writing and I use the game for inspiration, but it’s just not something I’m interested in running.

Pathfinder 2nd edition is another take on Dungeons and Dragons and the truth is that I actually like this one as a player quite a bit. Lots of great options for character building, a fantastic game world built into the system and a really fun combat mechanic that really gets to the heart of modern D&D gameplay. As a DM however I find the 600+ page rulebook is just severe overkill, it’s just too much, there is waaay to much to juggle as a DM and really the payout is kind of limited. Anything as a DM I could do with Pathfinder 2nd edition, I can do with D&D 1st edition, yet it will be a 10th of the complexity, for me it’s just a hard pass. I think a good, dedicated GM can make it work, but it’s too mechanized for my tastes, I could never run a game that is this codified. That said I think it’s actually an amazing design achievement, it’s a really clever game and those with the patience for this much crunch will find a lot to like.

Project: Arcade – Day 1

I couldn’t wait to get my hands dirty with my Arcade project, but thankfully age has taught me to be patient and so rather than rushing to the store to buy wood and electronics for my dream machine living in my head, I opted to sit down in front of my computer and contend with the reality of this project.

I thought it prudent to create some goals for the project which I hope in turn will help me stay organized, give me an idea where to start, and perhaps guide at least some of the decisions I would have to make. It may not seem like it but there are actually quite a few practical considerations to be made here.

I’m an IT guy, solution architect to be exact and creating goals for projects before you start is as much a habit for me as it is the single most important step to the success of any project. 2 decades of experience teaches me that skipping this step leads to disaster!

The Goals

When I was thinking about the goals for this project, by the time I got halfway through the list, I already knew that this was actually extremely helpful and I strongly suggest you do the same if you are considering building your own arcade. This list I think will become the key to getting this project does successfully.

Goal 1: Modular, Portable, and Versatile
The door to my office has a 70-centimeter width worth of clearance and I have had trouble getting certain types of furniture in and out of this room before. I want the arcade unit to be something that can be disassembled and reassembled into smaller pieces.

Furthermore, I don’t want the arcade unit to be limited to being plugged into the monitor and cabinet for which it’s built. What I mean is that I want the controller board to be something I can remove and take upstairs and plug it into my TV for example and still function exactly as it does when plugged into the cabinet. There are a lot of kids in my family, we are always having lots of events at my house and I want to be able to set this up for the kids during these events so they can play video games together without having to pack them into my office.

This is a self contained arcade controller that plugs directly into a TV, its construction will be the inspiration for the custom one I will build.

Also in the future, if I decide to upgrade the cabinet (bigger monitor for example), I don’t want to have to rebuild an entire cabinet to do this.

This thing will also take the place of an entire bookshelf in my office and arcade cabinets kind of have a habit of being large pieces of furniture that take up space from what I can see. I want at least some part of this cabinet to be a functional storage space.

Bar Top units like this one can easily be turned into a stand up unit just by building something for it to sit on. The difference in my design is that the controller will be removable from what will effectively be a bar top unit sitting on top of a cabinet stand.

As such the cabinet should be 3 pieces. The top unit will house the Marquee, Monitor, and speakers. The controller unit (Joysticks, buttons etc..) will be a self-contained entertainment system that can be removed from the cabinet and plugged into a TV (so it needs to have some portability), and the stand which I want to double as a storage space with shelves.

Goal 2: Furniture, Not Arcade Look
Ok so this might sound strange but while I definitely want this thing to be a good and proper arcade cabinet, I don’t want to turn my office into something from the movie BIG. What I mean is that I have a motif in my office where there is an effort to make the room coordinated (a bit sophisticated like grown-up lives here) and despite all the board games and miniatures everywhere, it very clearly is an office and not a playroom. I’ve gone to great lengths to keep it that way and I want the arcade unit to meld into this room so it looks like it belongs in here as if it’s a piece of furniture like everything else in the room.

We will be avoiding bright colors or a bunch of arcade art. The Marquee for example should be subtle, I might even avoid art altogether on the sides of the arcade. I want this cabinet to almost be invisible when you walk in here as if it was a bookshelf and only under closer inspection do you realize, ok wow, there is an Arcade Cabinet in here.

Don’t get me wrong, the kid inside me wants one, but my wife will divorce me if I bring something this bright into my office. I’m a grown-up (for the most part), my arcade cabinet will be a “grown up” arcade cabinet with a lot more subtlety.

Achieving that look will be part of the thought going into this construction of the Cabinet.

Goal 3: Versatile Controller
A lot of energy will go into creating the most versatile controller possible to allow for the widest range of games to be played with the original controller schemes. The controller board itself will need to be relatively large and spacious and while I need it to be as portable and light as possible, I want to make sure this versatility takes precedence. I don’t mind it being bulky, I don’t think I will be detaching/attaching it often enough for it to be an issue. Far more important to me is functionality.

This means the following list of items need to be part of the controller

  • 2 Player setup in the center with a 8-way controller and 8 button setup
  • 2 additional player setups with an 8-way controller and 6 button setup (Making this a 4 player controller).
  • 1 player setup for a 4-way controller
  • 1 player setup for a trackball
  • 1 player setup for a Spinner
  • 1, 2, 3 & 4 player buttons
  • 4 Function buttons (for things like reseting the unit, volume control and stuff like that)

I don’t doubt this will be a challenge, everything from choosing materials to wiring. It’s a long list of demands but I believe with some clever consideration I will be able to achieve this goal.

This is pretty close to the layout that I’m going for, though I think this might be a bit over-designed and too big, so I may need to make some cuts here, however, this has everything I’m looking for.

Since the controller needs to be a self-contained entertainment system, I will need to ensure that the computer that runs this arcade lives inside this controller, as such, it will have to be something small and compact. The most likely candidate for this is going to be a Raspberry Pi.

Goal 4: Testing the System
While of course, I want to be able to play the most diverse list of games on this arcade cabinet I can muster, I want this to be a “classic” arcade system and I don’t really care about its ability to replicate a bunch of consoles. That said I considered the “era” of arcade games here as well as obviously what performance I can get out of the unit is going to dictate what games I can play on it. All considerations aside, I doubt anything post-’90s will be played on this thing, it will be for the most part a Mame Arcade unit to play games I doubt would have any trouble running on a Raspberry Pi.

The Raspberry Pi is a tight, compact, mini PC and seems to be generally what goes into Arcade Cabinets. It can be done with actual PC’s and there are some good reasons to do so, but given my design, it seems the decision to use a Raspberry Pi is all but made for me.

I will of course need to test everything none the less, no reason to leave anything up to chance. One of the goals in the early part of the project will be to create a temporary setup for testing the functionality of the Pi and setup that will go into the final unit and use that as a guide for adjustments.

For example are 8 buttons really necessary for the 2 player setup? How many games actually use a 4-way controller or a spinner? Stuff like that I hope will be revealed by testing everything in advance. Other considerations like overclocking, heat generation (do I need a fan), the weight of components, and cabling complications. All of these things I want to test so that I get some self-reflective guidance for the final product. After all, I have no experience building arcade cabinets or arcade systems and while there are plenty of great guides online, I can see that most of these projects have varied goals that don’t necessarily line up with mine.

Goal 5: A Guide To Future Projects
I can’t say for certain but I suspect that this will be the first but not the last arcade cabinet I will build. There are a few young kids in my family who will want one the moment they see what I have created and I foresee some Bar Top builds in my future as Birthday and Christmas presents.

As such, I will be creating some alternative designs as I go, so while I will only build one cabinet, for now, I will be designing some variations for future builds and documenting them so that when I pick those projects up in the future, hopefully, this process will feel less like a “start from scratch” thing.

Conclusion

I’m not sure the first day of my project was all that productive, I didn’t actually do anything, mostly I just thought about the project and made a list of goals. This has certainly given me a lot to think about from a design perspective and I think over the next week I will be putting pen to paper and mocking up some designs for the cabinet.

Not entirely sure how helpful this article has been if you are like me, getting ready to build your cabinet, but I can say that for me, making a list of goals like this was actually extremely helpful. It has given me a rough vision and some targets I want to hit and that in turn will help me to make decisions on how to proceed.

In my next article, I will post some of the designs I will be working on in the coming days and hopefully that will lead me to some initial decisions. I want to get this project into my workshop as I’m eager to turn this dream into a reality.

PROJECT: ARCADE

I have been a gamer of one type or another since I was 10 years old and my father bought me an 8 bit Nintendo. There is no question in my mind that video games have not only inspired me to be a creative and imaginative individual, but it is certainly the reason I ultimately become an IT professional and a writer (of sorts). I owe a lot to my dad, he had an uncanny ability to see past what I was doing and recognize how it affected me in the long run. He understood that while video games were just that, games, there was a whole world of people behind them and it was his way of tricking me into an interest in computers, programming and reading books, all things that would become a driving force behind the success of my life.

Of all the many types of gaming experiences I have had the pleasure to enjoy which included everything from video/PC games, miniature and board games, RPG’s and more, there is one memory that sticks out above them all. That memory is of me walking into a Bowling Alley for the first time in my life (I was about 12) and discovering the Arcade section.

This was a magical place to me, the sounds, the visual overload, and the sheer selection of games that were often not available anywhere, were now all in one very special place. All you needed was some quarters and you were rewarded with one of the most exciting gaming experiences of a 12 years life.

From that point forward I always had a special fondness for Arcades that would remain with me for the rest of my life. Even today when I see an arcade unit somewhere, I can’t resist dropping a few quarters into the machine to get a moment of that nostalgic feeling of being a kid.

As I grew older I always had a very specific dream and desire. I wanted to have an arcade unit in my house so that I could enjoy that nostalgic feeling of being a kid whenever I wanted. For years I considered buying a unit, perhaps refurbishing one or building one from scratch. There was of course always something in the way. College, marriage, kids… life.

When you turn 45 years old, however, something very interesting and unexpected happens. After a whole life spent being overwhelmed by planning, studying, working, raising kids, etc.. etc suddenly everything slows down. You suddenly have more time and more money, in a way, all your hard work starts to really payout.

I realized recently that, it’s not actually too late to fulfill some of my little mini dreams, that I can actually fit some me-time into life’s equation.

This brings me to this little article. Starting today I will begin work on creating my very own, stand-up arcade unit from scratch. I plan to document this project on this site, filling it with pictures and updates on my progress, and perhaps it may even become a sort of step-by-step process to inspire your own do-it-yourself project.

You will find on the top of this site there is now a new menu link called Project: Arcade. All of the articles I write for this project will appear here in a list and whenever I do any work on the Arcade unit, I will add it here.

I don’t know how many people are going to be interested in this sideshow, but I swore when I created this blog that I would document all of my gaming experience and while building an arcade unit is certainly a bit of a stretch of that definition, I say close enough!

DAY 1: Comming Soon!

Review: Imperial Struggle by GMT Games 2020

Designers: Ananda Gupta & Jason Mathews

The first impression Imperial Struggle makes when you open up the box and get a look at the map is that it’s a mystery wrapped up in an enigma. This busy map is intimidating, to say the least, with countless unique spaces, connections, iconography, and dazzling colors. It’s hard to imagine all of this could be explained in a less than 20 pages long rulebook! I doubt lesser men could do it, but Ananda Gupta and Jason Mathews are masters of their craft if they are anything.

These two designers are quite famous and renowned in the historical board game community for what is undoubtedly one of the biggest crossover hits coming out of the historical war game genre in years, the one and only Twilight Struggle. Mr. Mathews in particular however has a number of sleeper hits that, while certainly not quite as famous as good old TS, are amazing designs in their own right in my opinion. Games like 1960: The Making of the President and especially Founding Fathers illustrate his ability to take interesting and diverse pieces of history and turn them into wonderful and dare I say approachable historical games for the uninitiated masses.

Twilight Struggle while based on the cold war is certainly the game most people will associate with Imperial Struggle due to its connection to the designers. This is a game that has almost defined its own genre at this point and is a breakout game that crossed the border into the Euro Game scene producing quite a few clones and re-imaginings today that all try to capture Twilight Struggles very elegant and addictive gameplay. It must have been quite intimidating for these two designers to release a follow-up game referred to as Twilight Struggles spiritual successor, a game that won so many awards and accolades. I can only imagine the pressure to live up to such a reputation and fan expectations must have been enormous.

Twilight Struggle is one of those rare games that despite being a clear example of historical war game design, crossed over to capture the wider Euro gaming audience. A truly rare achievement.

I honestly purchased Imperial Struggle simply based on the fact that these two designers are responsible for what I consider to be one of the finest historical board games in existence and I just had to see what their next game could do. I would however be lying if I didn’t say that I had quite a few reservations about the game, not only because it’s based on subject matter I’m not familiar with, but also because this game just looked complicated, a sentiment confirmed to some degree by many online voices. it’s been described by a lot of reviewers and gamers as being marginally like Twilight Struggle mechanically and with far more complex rules and many exception-based mechanics.

Do Ananda Gupta & Jason Mathews live up to their reputation, can lightning strike twice? does Imperial Struggle hold up?

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.4 out 5) Great Game!

Imperial Struggle is a historical boardgame covering the nearly century-long global competition between 18th century France and England. It covers the economic, diplomatic, and military aspects of the events of this extended period, including several wars, various aspects of colonization, diplomacy, and countless micro-events that shaped the 18th century.

If you are not familiar with this period of history, don’t worry, you’re probably not alone in that. That should however not sway you from giving Imperial Struggle (or any other historical game) a try. After all, part of the fun of playing historical board games is the opportunity to learn about different periods in history, and in the case of Imperial Struggle, the abstractions are fairly high level. It really isn’t a big requirement to know anything about the history of the game in advance to enjoy it. You won’t be at a disadvantage if you don’t know what the Spanish Succession War was or whyJohn Law was important to history. Most of the history of Imperial Struggle is here for flavor, theme and to give the mechanics purpose. While great effort was made to ensure the many game mechanics that were added gave this game a strong period feel and sense of place, the game can be learned and played without much attention paid to its adherence to history, much in the way Twilight Struggle was.

Imperial Struggle and Twilight Struggle are going to naturally be compared to each other given they share designers and many-core concepts (Not to mention the self-imposed title of Twilight Struggles spiritual successor), but I would argue that these are two very different games, not only mechanically and thematically, but conceptually.

For one, Imperial Struggle is not a card game, it’s an action selection game (3 action selection game to be exact) and while there are event cards and ministry cards that can enhance your resulting actions, the mechanical implications here are wildly different than those in Twilight Struggle. Imperial Struggle has its own identity, it’s a variation or at least a derivative if you will on how the area control and resource management systems worked in Twilight Struggle. It is however different enough that having played Twilight Struggle will not help you here at all, the similarities between the two games are superficial at best.

One of the biggest conceptual differences between Imperial Struggle and Twilight Struggle is that in Imperial Struggle the vast majority of information about the status of the game is in the open and calculable. While players may hold event cards that will have a few minor surprises for their opponent and cards are certainly part of building clever strategies, really this is a strategy game of outthinking your opponent based on the information you both have, much like a chess match. Again this is very different from Twilight Struggle where you really only had your knowledge of the cards in the deck to guide you about what events might occur. In Twilight Struggle there was considerably less information available to you about potential outcomes, in fact you didn’t even know for certain what the point-scoring conditions might be in any given round. This uncertainty about the true state of the game was not only because there were hidden cards, but also because parts of the game involved rolling dice, leaving a lot of the results of actions to chance.

Imperial Struggle’s map is a very busy place with a lot going on, but it’s a “what you see is what can happen kind” of situation, there are very few ways your opponent can affect the board unexpectedly, everything is in the open.

The other aspect of Imperial Struggle that I observed and seems to be a common sentiment among gamers is that it’s complex or at least comparatively more complex than Twilight Struggle. I would argue that this is only partially true. In fact, I would go even further and say that while Imperial Struggle is more difficult to learn to play as the rules are indeed more complex than Twilight Struggle, there is a more logical approach to victory conditions and the strategies required to win games.

One of the truly difficult things about learning to play Twilight Struggle is that to become a competent player you had to have a good grasp of all the cards in the deck and a good understanding of the many subtle, much less obvious, approaches to winning strategies and uses of those cards. This skill took quite a bit of time and a considerable amount of plays to pick up.

In Imperial Struggle, by the time you do your first scoring round, the lights will come on and while it may take a play or two to fully understand the intricacies of every rule of the game, you will have that “aha” moment of understanding regarding what you do in this game to win very quickly. It actually ends up being a much smaller hurdle to learn the rules than the quite extreme education required to fully grasp how to become a competent player in Twilight Struggle. It’s really a bit of a trade-off but I think it’s one Imperial Struggle wins. The rules are more complex for certain, but rules are just a matter of absorbing and remembering what they are. There is no shortcut however to learn to play TS even minimally competitively, you will have to play dozens of games before you do anything but lose horribly.

Twilight Struggle was first and foremost a card game and every card would eventually be played in every game. As such, knowing what the cards could do is a massive advantage in the game, something that could only be compensated for by playing many… many games.

Simply put, the game’s real drawback is that it looks and certainly is a bit complicated from a rules perspective and that will be the impression of most people who see it spread out on the table for the first time, but in truth, this is actually a much more straightforward strategy game once you get past this learning curve. In fact, I would again go even further and say it’s actually closer to the mid-range end of the spectrum of historical board games once you understand the basics of the iconography of the map and the victory scoring conditions of the game. Unfortunately unlike Twilight Struggle, I don’t think it will actually cross over into the Euro Game scene for the same reason most historical and historical war games don’t.

Imperial Struggle suffers from “rules exceptions” and this complaint about Imperial Struggle I have heard and share (and is a quite common complaint about historical war games in general). There are just a few too many “it works like this BUT…” rules. For historical wargamers, this won’t be a problem. After a few turns, you will naturally compensate for this if you play historical war games with any regularity, it really is a pretty standard learning curve for the genre. Euro Gamers and likely much of the crowd that adopted Twilight Struggle outside of the typical historical wargaming communities despite its historical war game roots are likely going to be considerably less tolerant of such a thing. In fact in Euro game design, as a rule, exception-based rules are generally considered “bad design” and players generally see rules as facilitation for good gameplay while in historical games exception-based rules get a pass if it makes the game more historically accurate. It’s a philosophy difference, but a hump many and perhaps even most mainstream board gamers may not be willing to hop over.

At the end of the day, Imperial Struggle in many ways is rightfully compared to Twilight Struggle, but I don’t think it quite lives up to the self-endorsed title of a spiritual successor. It does perhaps illustrate how games evolve from each other and certainly, Imperial Struggle is an evolution of the unique genre Twilight Struggle had created, but there are other games that are far closer to Twilight Struggle that may deserve the spiritual successor title. More importantly, Imperial Struggle is not going to cross over into the more general gaming communities like Twilight Struggle did as the exception-based rules of the game and some of the complexity involved with the event cards are going to put this one just out of reach. Worth pointing out however for me and my gaming buddies it in fact did cross-over, so I may be wrong about that. I really hope that I am.

It may be more appropriate to say that Imperial Struggle is heavily influenced by the designs of Twilight Struggle, but players should be prepared for an entirely different experience in a like-minded genre and understand that this is in fact, a historical game made for historical board game fans, not at all like the cross-over hit Twilight Struggle but I think fans of heavy Euro games should make an exception for this historical game as they did for Twilight Struggle because I think this one is worth the effort.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Above and beyond the call of duty on every front, GMT nails it.

Cons: Some minor complaints regarding font usage on cards, the rulebook could have been a bit more organized.

Reviewing GMT games components is always a pleasure, simply put, they never disappoint and continue to outpace their competition in the components department by a wide margin. Not only are Imperial Struggles components impressive both from a quality and aesthetic standpoint, but you get this amazing and superior quality for half the price of other publishers. It’s amazing what they squeeze into a 60 dollar game.

For starters, the mounted board is absolutely gorgeous made of heavy grade, scratch-resistant material that you will never tire of looking at or cease to be impressed with. Player boards are made from equally impressive hard-board stock as is the general administrative sideboard where investment tiles and event cards are managed.

When index material is used like the war boards or player aids, GMT went with full color, glossy, and very heavy index paper material that doesn’t warp or bend and will withstand considerable handling.

The cards in the game are also a hard stock, glossy finish with color illustrations that are a pleasure to hold and shuffle. I will complain about the use of too many fonts, in particular, Italics which are not easy on the eyes and it’s not always clear why something is Italic or bold on the card. This causes you to have to strain and re-read the cards to get an understanding of what is flavor and what is relevant to the game and while I understand the reason for doing this was to add more period flavor into the game, I’m a firm believer that cards in a game should always favor clarity over anything else. They should have a very clear separation between flavor and mechanics. These cards often do not.

The Rulebook is a high-grade stock, glossy and full color and explains the rules sufficiently, however, I think much of the complaining about the game “complexity” stems from some poorly chosen organization and lack of focus on some of the more complex rules elements. This isn’t a bad rulebook, but it isn’t great.

The rules themselves are explained in less than 20 pages and the game comes with an additional 20-page playbook to give you extra clarity. Despite that, I still found it a bit difficult to understand many concepts in the game that would later turn out to be quite simple. There was just an odd mixture of overwording really simple things that made them sound complicated, while in other places more complex elements were not elaborated on sufficiently and would not “click” until you read over examples. It’s clear that part of the cause of this was the fact that the rulebook never repeats itself, so if a rule is explained in one place and used in several other places, they simply reference back to the original text or assume you have read the previous section and remember that it applies to the whole game. This saves on page count but isn’t terribly helpful when it comes to learning the game and given this game’s higher complexity, extra clarity should have been favored over page count.

It’s extraordinary what GMT managed to fit into a box for 60 dollars, this has got to be one of the best deals in historical wargaming right now.

The token quality here is excellent and well sized for handling to such a degree that clipping won’t be necessary (these are not chits, they are tokens). There is a metric ton of them and not always for particularly good reason. For example, there is a set of Bonus War Tokens for each nation, for each of the four wars and while the art is different in each of the sets for thematic reasons, functionally the sets are all identical. This seems to have been largely done for flavor to create a historical connection to the tokens but it creates an unnecessary amount of token shuffling in a game that is already a bit fiddly.

The inclusion of a GMT token tray is much appreciated and certainly helps with the organization, a really nice touch that shows that GMT is really thinking about how to make your life easier when you play their games.

While I had some minor complaints, as they always have, GMT nails it on component quality and once again establishes a standard for the industry that hopefully will pressure others to follow (I’m looking at you Compass Games!)

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros:  Visually captivating, captures the tension of the competition between these two 18th century superpowers with some great historical tidbits that really sell the theme.

Cons: The theme is forced in some places creating unwanted complexity and fiddliness and ultimately not that critical to the enjoyment of the game.

Imperial Struggle’s attempt to breathe theme into the game is done in a number of ways but comes across for the most part in aesthetics and artwork. It takes a few plays and a bit of exploration in particular if you are not familiar with the historical period to understand the significance of many of the mechanics and cards and how they all connect to the relevant history. This of course is part of the joy of playing historical fans, but I have to admit that these things are not immediately apparent and really illustrate how much depth this game really has. You don’t just play Imperial Struggle, you explore it and study it.

The illustrations on the map, in particular, the use of colors have a kind of 18th century naval map feel to it and immediately imprints on you this colonial period feel. This is important because the true historical flavor of this game isn’t going to jump out and grab you, so initially, you are leaning on the aesthetics to sell the game and the map does a great job of that.

The event and ministry cards are where most of the real historical flavor is put on display, where important people and events are illustrated and their game effects aligned with their historical significance. For those of us less familiar with the 18th-century conflict between France and England, the playbook provides more detailed information about these events and people in an effort to educate you and get you into the spirit of the theme of the game which is greatly appreciated and highly recommended. This was done with Twilight Struggle as well and while I think some players might skip it, I found the information fascinating and it helped to enhance the experience. More than that, these event cards are going to help form your strategy, which in turn will bring the game closer to the history it’s based on. It’s not scripted, but you are definitely going to be leveraging the historical advantage of France and England in this period and your strategies will at times very much reflect the historical approach the nations took. Again, I can’t stress enough how this generally comes later, after a few plays, it’s not something you will get right away.

The Event and Ministry cards are where much of the theme comes to life, each card represents and reflects mechanically a piece of the 18th century conflict between the two superpowers of their time.

A good example of this is the Jacobite rebellions and uprising. This is one of Frances’s key political and military advantages and will be a true and proper thorn in England’s side throughout the game. This is represented with Jacobite Rebellion conflicts in the various wars which when won by France will earn them opportunities for a lot of extra victory points using the Jacobite Uprisings ministry card and because this card appears in all Era’s of play, its not something that England can ignore. France can literally win the game through clever use of this card, good strategies for the Jacobite Rebellions (conflicts in the wars) and good positioning in Scotland and Ireland. Now if you don’t know the significance of the history here, don’t feel bad, probably most people don’t and that is ok. It does not change the fact that Imperial Struggle creates a very strong connection to the themes of these historical elements and really infused the game with a significant amount of real history. If you’re like me, it will have you googling like crazy after playing Imperial Struggle and I would venture to guess that is exactly what the designers are hoping to inspire.

I have to say however that Imperial Struggle is a very abstract game and while you do get a sense of this sort of global competition for resources and territory and a tremendous amount of history is infused into the mechanics of the game that lead to historical strategies playing out in the game, I really didn’t get the sense of this being a hard simulation of the period.

It was rather clear to me that in many places “more theme” was being rather forcefully injected to compensate, like the use of War Bonus Tilesets that were mechanicaly all the same, but have alternate sets for each war just so different images and words could be printed on the tokens to give relevance to their historical significance. I found this a rather pointless endeavor, as the game is so abstracted in so many places, the thematic significance of having different sets like this is completely lost in the shuffle. You’re not going to care who or what the token represents in a historical context as much as you are going to care that it’s a +2 bonus.

While the art and general atmosphere of the game has a very nice period feel to it, any Euro gamer that plays this game will recognize it as a sophisticated action selection point salad rather than getting a sense of 18th-century history. The history part of it is there, but the game doesn’t really force it.

Ultimately the biggest effort with impact to the theme of the game is the map and the implications of locations (positions on it). You will be analyzing this map constantly and will be making new discoveries on it all the time from a strategic angle, but it’s doubtful that you will find any real connection to the theme here beyond some familiar locations you might assign some historical significance to. It really falls into the background during play and you are going to be spending far more time counting territories and calculating military strength in a bid to score victory points, then you are going to be emotionally drawn into the 18th-century conflict between France and England.

For example concepts like Wars are abstracted to the absolute highest extremes, you are not actually moving troops, or preparing for battles, you are far more likely going to be looking for the most optimal plays to make to score victory points and get tokens on the board. This by and large is a victory point salad game and has far more in common with heavy abstracted euro games than it does with historical games or historical war games. That isn’t to say there is no theme or history infused here, because there is actually quite a bit, I’m just not sure you are going to get invested in the 18th-century conflict between France and England playing Imperial Struggle. The abstractions are quite heavy and in a way, the mechanics and gameplay are so involved that it draws your attention from the historical theme on which the game is based.

In comparison to Twilight Struggle which is a very thematic game, Imperial Struggle falls quite a bit short in the theme department by comparison. I think it’s mainly because in Twilight Struggle every action a player took always triggered a historical event (as you would always play an event card) and so the result was a game OF events wherein Imperial Struggle you are most of the time trying to leverage the most you can out of your action selection tokens which are kind of nameless, themeless actions really not representing anything. Even when event cards are triggered, because of the flow of the game to that point and its focus on action selection, the significance of the themes and history on these event cards kind of take a back seat and just become ways to enhance your actions.

I would argue that the cards are unnecessarily complicated for the purpose they serve in the game as well, it would have been much better to keep these cards straightforward, clean, and simple. The designer was very clearly trying to infuse more themes into the game by creating a strong link between the event cards and their place in history which is to be applauded but as such these cards developed a much more complex structure in an effort to make them come off more thematic. I don’t think the effort was successful here as the complexity of these cards gets under the feet of a game that is otherwise brilliant in the gameplay department, hurting, rather than helping to enhance the gaming experience.

Cards are a great way for any historical war game to breathe theme into a game and this is what Imperial Struggle does as well, but the cards are really wordy and often unintuitive resulting in a considerably increased learning curve that could have been avoided with a bit more streamlining of the effects and text.

All and all, I think how much you theme you get out of Imperial Struggle is really going to depend on your extracurricular activities between plays and how much you understand about the history involved. There is a lot of history infused into the mechanics here and once you get to know the game many nuanced strategies, knowingly or not you are likely to make many historically accurate decisions. Imperial Struggle, however, is a very abstracted game as already mentioned several times and this 18th-century theme isn’t going to force itself on you.

More importantly, I really felt that even though this is clearly a historical game, meant to be about a very specific and rather interesting point in human history, the theme here is really not that important to the quality of the game. Imperial Struggles success as a game does not hinge on its ability to draw you into its theme, this is very much a game about good gameplay and deep, contemplative strategies. Its greatest moments are going to be when you pull these off.

Wars are a very important and tense part of Imperial struggle but also abstracted to such a degree, that it boils down to trying to get the highest value tokens on the war sheet and making sure you control as many bonus strength items as possible. Great mechanic, but not terribly thematic.

When you deconstruct this game, It’s a very good competitive point salad and a very challenging one at that and while I think different people will have different levels of emotional attachments to the theme, if you are looking for a deep, thematic game about the conflict between England and France in the 18th century, I’m not sure Imperial Struggle is going to give historical war game fans that in a sufficient dose. This game you buy for the excellent gameplay and strategic board game it is.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star christmas_star

Pros:  This game is a tight, cerebral competition that absolutely nails the action selection and area control gameplay.

Cons: Some aspects of the game are overdone creating unwanted rules complexity and rules exceptions.

Imperial Struggle is a truly triumphant evolution of the unique area control genre that Twilight Struggle exemplified and arguably perfected. The alternate design path Imperial Struggle takes is a considerable departure from its predecessor (Twilight Struggle). Where this game differs from Twilight Struggle is also where it shines and looking at these two games side by side from a gameplay perspective, I think I would lean towards Imperial Struggle as the better game of the two despite being significantly different enough that they can happily live on my shelf side by side.

Imperial Struggle is a tense game in which every action, every move, every nuance becomes part of a larger picture that is a very complex and deep strategy. This is a game you don’t just learn to play, you study it like chess or poker, where it is not only a matter of calculation, although this is a big part of it, but also your ability to predict and assess your opponent’s strategy. Thanks to its open nature, you have information to base your prediction on staring you in the face on the map and in the investment tiles that are all on display. As such the game has a more contemplative and direct approach to strategy, rather than how it is often done in its predecessor Twilight Struggle where you “gamble” on a move hoping it pays off.

The wonderful thing and perhaps the reason why I prefer Imperial Struggle over Twilight Struggle is that there are so many different strategies, nuanced by a wildly asymmetrical game space on which they are executed. Every advantage on the board you can leverage, every push you successfully make, each position you claim, they all collegiate into this absolutely amazing gameplay experience that rewards you for your success and does not hinge on the luck of the draw of cards or toss of the dice. When you win at Imperial Struggle it’s because you have outplayed your opponent, victory in this game is earned through intelligence and deeply meaningful execution of strategy. It is in my mind, exactly the evolution of Twilight Struggle I wanted to see.

The game is hindered, albeit ever so slightly by a relatively steep initial learning curve, though I would argue when you come out at the other end, this game is ultimately much simpler to grasp. You’re not going to need more than one game before the haze of the rules starts to clear up and you can see the game for what it is, while at the same time I think this game is tailor-made for repeated plays as you will constantly find new avenues to explore.

The core of the activity of the game revolves around the action selection of Investment Tiles. Each tile has a major and minor action, of which there are three types (Diplomatic, Military and Economic). Each tile offers a certain amount of Action Points for the specified action and the entire game boils down to trying to achieve the most with those very limited actions & action points. You enhance your actions with an occasional well-timed play of event cards and enhance your general strategy for any given round with the use of ministry cards that offer more global bonuses and benefits. Furthermore, you can gain additional benefits by controlling certain board spaces.

Fundamentally speaking, Imperial Struggle’s core mechanic is unquestionably Euro-centric, the core of the action is the action select system defined by these Investment Tiles.

Now I won’t pretend like the actions you take are “simple” as there is moderate complexity in what you can do with your action points and Imperial Struggle does struggle, pun intended, with a considerable amount of exception-based rules. These exception rules are really the biggest part of the initial learning curve as they aren’t always intuitive and can create questions you might not find easily answered in the rulebook. I found myself on a number of occasions stumped and searching online forums for an answer. This may explain why the general consensus is that Imperial Struggle is a more complex game than Twilight Struggle is. The focus and organization of the rulebook can sometimes make finding rules a bit of a frustrating process, as it too, is not always intuitive and well thought out.

Still, I feel very strongly that the effort made to learn to play this game is well worth the rewards. Find yourself an opponent willing to make a similar effort and what you have is one extraordinary game that will have you obsessing about finding new ways to win after every play.

One aspect of the game that I think comes across really well is the pressure that players can put on each other, causing both players to constantly have to re-assess and often adjust their strategy. For example, you might decide that you are going to try to win Europe, but your opponent undermines you just enough to make it a shallow victory, while he works on expanding his power in North America. Suddenly what you thought was going to be a gallant victory in Europe becomes a minor one, while you take a pasting elsewhere. This is a very simple and general example, in reality, these pressure points are often a lot more localized thanks to the way the various wars that take place between rounds can focus your attention. During each war, there are 3-4 conflicts taking place and those conflicts dictate what aspects on the map will be important, driving player decisions. The global market demand has a similar effect and also changes each round, which means that from round to round, elements on the board become less or more important and not always in predictable ways. This forces you to consider everything on the board at every turn, there is nothing that can be ignored and every game is going to be wildly different.

There are many driving forces of player decisions, but there is no question that the economics of Global Demand plays a pivotal role in what becomes important on the map. You must control commodities, the scoring opportunities are many and can easily swing a game.

The back and forth play of actions is as much about timing as it is about what you do and because the investment tile selection available is randomized at the start of each round and different every round, you can’t really always count on being able to execute your plans exactly like you want to long term. Compromises will have to be made, strategic adjustments will have to be made and sometimes, plans will need to be abandoned altogether because of the actions of your opponent or circumstances on the board. There are almost two simultaneous things that happen in the game, one is the long-term strategy your building towards whenever you can which is often disrupted by clear emergencies on the board. Again, this creates this wonderful tension and pressure at every turn and is really what makes Imperial Struggle this really exciting strategy game.

The game really swings back and forth and earns the title “struggle” because that is exactly what it feels like.

Now I mentioned that this is a very abstract game and as much as I would like this gameplay to be contextualized more in the theme, as the gameplay is so strong here, the abstractions are just too heavy to maintain a thematic connection during play. Simply put, there is so much going on here, you aren’t going to be overly focused on the significance of the theme, gameplay will always be first and foremost on your mind.

That does not however mean that you won’t have an emotional attachment to the game as it unfolds, quite to the contrary, you most certainly will. Imperial Struggle might not get the 18th-century theme to the forefront of the experience, but make no mistake, Imperial Struggle is a good and proper battle of wits between players and it will bring the competitive player out of you. Perhaps some with a greater imagination then I might create a better correlation between the historical events and this tension the game produces. You are going to become deeply invested in the outcomes of the game and obsess about your mistakes either way.

The first time I played Imperial Struggle, I immediately needed to play it again, it was just that good.

There are a few blemishes and unfortunately, they stem from some of the failed attempts in this game to force more theme into it. The event cards have to be my biggest complaint here, as already mentioned, they are just a bit overcooked and just add unnecessary complexity to an otherwise very elegant game mechanic increasing the learning curve as a result, unnecessarily in my opinion.

There are also exception-based rules which are sometimes a bit much and can frustrate new players. The human brain can only juggle so many rules and I think I had played the game 4 times before I was certain that we had completed a game without making any rules mistakes, a problem I pin squarely on these exception-based rules that aren’t always referenced anywhere except the rulebook, not even in the quick reference sheet.

While the rulebook has some vagueness in the language, it clearly covers all rules, there are no omissions here, but reading the Playbook is one sure-fire way to clarify some of those exception-based rules. The only problem then is remembering to implement them and herein lays that complexity that is so often referenced in this and many other reviews of Imperial Struggle.

These two elements combined, exception-based rules and complex event cards, are the root cause of this game going from a mild-mannered middle-weight Euro and straying into the complex historical game genre. It’s really unfortunate because this game is just a notch too complicated to pull out with the general gamers and is ultimately going to fall into the historical wargamer clubs.

That doesn’t make it any lesser of a game, Imperial Struggle is an absolutely fantastic experience, but be wary of who you introduce it to. While Twilight Struggle broke the barrier and reached across the aisle to pull in Euro Gamers you might expect Imperial Struggle to do the same. I think Imperial Struggle goes just a bit too far into the historical war game side of things to make the transition easy.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tile: christmas_starchristmas_starchristmas_star

Pros: This is a game without a shelf life, it’s fantastic now and it will be fantastic 100 plays from now.

Cons: A bit of an unsteady playtime with no real catch-up mechanics.

Imperial Struggle may just be one of the most replayable games I have laid out on my table in years. It’s addictive and I think the big contributing factor here is that there are just so many interesting things on the map. There are countless nuanced elements with extremely viable strategic potential and while generally speaking you have to navigate every aspect of the game (Diplomatic, Economic and Military) to achieve victory, there are quite a few different approaches to this that open the game to repeated plays.

I think Imperial Struggle, like Twilight Struggle is going to be one of those games people will talk about years after its release with the same energy and passion on their first play as their 100th play. This game has incredible potential for longevity and while I think we can expect quite a few rules adjustments and fixes for the game, as there are certainly plenty of ways it could be improved with just a few carefully chosen changes, I think Imperial Struggle is great just the way it is.

The game takes about 2-4 hours to play. The reason for the range is that just like Twilight Struggle, while some games will go the distance, a great many will end at some point in the middle. It is very possible for a player to achieve victory as early as turn 3 or 4. This means the game falls somewhere between a nice afternoon and a game for the evening. I would say it’s better to plan for a 4-hour game than assume you can finish in 2 or 3. Expertise in the game will not change this playtime, quite to the contrary, the more expertise two players have the less likely the game is to end early.

I would argue however that the game does not have much of a catch-up mechanic, if you fall behind enough, you are likely to lose in the end. This might be seen as a drawback, but there is a kind of breaking point in games where, if a player gets sufficiently ahead it becomes evident the opposing player has no chance and I find many games end with a surrender by your opponent who rightfully identifies that he can no longer win. This isn’t a bad thing, quite to the contrary, once you reach this breaking point, it’s a far better option to give up and start a new game, than spend a couple of hours just going through the motions of finishing. One thing I can say is that, unlike Twilight Struggle if you fall behind, it won’t be because of a bad card draw and poor luck with the dice. This is a pure strategy game and if you lose early, it’s definitely on you which is why I think once two players gain experience with the game, it will very likely always go the distance.

I give this game high marks for replayability and longevity, this is one that will not only remain on your shelf but isn’t likely to collect dust.

Conclusion

I’m not sure Imperial Struggle will be the spiritual successor to Twilight Struggle everyone hoped for, it is a game that is wildly different and targets a more traditional historical wargaming community. Though one might argue that Twilight Struggle was a game designed with the same intention and was simply adopted by the general public regardless and perhaps Imperial Struggle with benefit from a similar fate.

Arguably, 1960:Make of the President is probably a much more appropriate game to earn the title “spiritual successor”.

In either case, Imperial Struggle has a considerable initial learning curve with many exception-based rules which means it’s a fairly typical approach to historical war games. It also means it strays considerably from Twilight Struggles’ more streamlined approach to playability which I believe to be at least partially why so many Euro gamers were able to adopt TS. I don’t believe the same can be said about Imperial Struggle.

To me however none of this matters, I consider myself a historical wargamer and if we are being quite frank, I didn’t find the game particularly complicated to learn at all personally. I can see how Euro gamers might look at this game and proclaim it “heavy”, but to veteran wargamers, this game will definitely fall into the mid-range, perhaps even low end of the complexity spectrum depending on what you are already accustomed to. This is a game that relies quite heavily on rules structure and concepts historical wargamers should be quite used to and it should give them little trouble if any. After a couple of rounds of playing Imperial Struggle, it all clicked for me and I immediately began to understand and see the game’s immense potential. Sure, due the exception-based rules, it took a few games before we ran it 100% right but that in on itself is also kind of a common thing with historical war games.

This is an extraordinary game that offers a fantastic mental challenge and creates great tension and strategy that will take years to fully explore. The mechanics are both logical and clever, the strategies deep and meaningful and the gameplay exceptionally rewarding. I fell in love with this game after a single play, but unlike so many historical war games on my shelf, my adoration of this game had very little to do with its thematic presence and connection to the history of the game and everything to do with its truly brilliant mechanics. The machinery here is what really makes this game the fascinating experience it is.

It’s a bit strange because while I don’t believe Euro gamers will adopt this game as they did Twilight Struggle, I actually believe they should. Any Euro gamers willing to struggle through the learning curve will find that this actually is an extraordinarily brilliant competitive point salad game at its roots, something right up their alley. In fact, were it not for the exception-based rules and the unnecessarily overindulgent event cards, I could see how this game would have made an even better cross-over game than even Twilight Struggle was. It very oddly has mechanics far more in common in heavy Euro games than it does with historical war games, it ticks many of those Euro boxes.

What I can say about Imperial Struggle is that it’s a gem with a few rough edges that, for historical wargamers aren’t going to be an issue at all, but maybe a bit of a problem for everyone else. I can also say that this is just another example of why Ananda Gupta & Jason Mathews are celebrities in historical wargaming circles, there are fun games and then there are games like Imperial Struggle, literal examples of amazing game design no serious historical wargamer can afford to miss despite its oddly Eurocentric mechanics. That is not to say Imperial Struggle isn’t fun, but it’s a very cerebral kind of fun, in line with what you kind of expect from historical war games.

I love it, but I recommend it only to historical wargamers and Euro gamers who are looking for something really challenging that might be just a few notches outside their normal comfort zone. If you are a Twilight Struggle fan, I’m not sure this game shares enough similarities with TS that you will find it anything but mildly familiar. It is a great game and it’s likely that you picked TS because it too is great, not because of anything specific about a preference regarding mechanics. Sometimes a great game is a great game, how or why doesn’t really matter, and Imperial Struggle while not exactly a spiritual successor to Twilight Struggle is indeed a great game inside the broad confines of the genre.

War Room by Nightingale Games 2019

Designer: Larry Harris, Jr.

Doing a review on a game like War Room is an intimidating proposition for a number of reasons not the least of which is knowing full well that a game of this size, scale and subject matter would require a tremendous effort just to fully grasp before you could speak intelligently about it. In fact, getting sufficient plays of a game that takes 8-10 hours to play, that has as many intricate gameplay elements as War Room has, could potentially take years to assess fully. While It would seem almost mandatory to do so to do a review justice, I can’t wait that long to do a review of a game. Despite feeling that doing this review has a kind of a prematurity to it, at some point, I had to put something to digital paper. This game has been in my collection for over a year already, it’s time!

War Room is a massive world war II event game the likes of which I can safely say is rarely ever seen in this hobby. It’s a game designed with little regard to cost, your available table space, or playtime, not to mention the lack of adherence to design principles that might be considered “standard” in the industry for the genre. It’s a game that lives in the world of excess, with few expected barriers and presumptions about what a game should be, no matter how you measure it. Really the only other game I can think of that might actually be able to give this one a run for its money in sheer size, scope and length of play and out-of-the-box thinking is Mega Civilization (originally Advanced Civilization). In a way, I think War Room is a kind of lifestyle game, a hobby in a box if you will to be played, studied, debated and explored over the course of years.

Mega Civilization is a game for 5 to 18 players! Its average game time exceeds 12+ hours and they don’t even make tables big enough for this one. Excessive is an understatement.

War Room puts you into a role of a commander of one of seven nations involved in world war II in what I can only describe as a deeply strategic and very intricate war game that comes with all of the sensory inputs money and good, albeit often unconventional game design can buy. This is not just a game that wants to be played, it’s an event that wants to be experienced and explored. War Room demands and takes far more from you than any reasonable person will typically expect from a board game night and whether or not it yields rewards in equal measure is going to really depend on how open-minded you are about the concept of what “gaming” is. In many ways, War Room really stretches the definition of “board game” considerably, partially living in what I like to call “an activity” rather than a game.

At the same time, the game’s rules are in line with a typical mid-weight board game in terms of complexity, Euro or otherwise, which gives the impression that it is not just for an audience made up of existing fans of Larry Harris classics like Axis & Allies or wargamers in general but rather it wants to welcome the less initiated. This is in line with the magic trick Larry Harris is actually pretty famous for given how broadly accepted his Axis and Allies is for example. Whether or not Larry Harris succeeds with War Room to make this game simple and accessible enough for the average gamer is disputable. I have played plenty of games that have been adopted by the general gaming public that fall into far higher levels of rules complexity than this one, but War Room has many very unique gameplay elements and strategic concepts that are extremely heavy. Hence while players may be able to learn the rules of the game easy enough to move pieces around, learning to play War Room well and understanding its very intricate design is likely well outside of the reach of the casual gamer and definitely reaches into the realm of serious historical wargaming.

Axis & Allies is a stone-cold classic, but unlike War Room, its design adheres to a lot of conventions of the era. War Room tends to break a lot more conventions in game design.

The other equally difficult part of doing a review for a game like War Room is that it’s nearly impossible not to have a love affair with it the moment it arrives and you get your first look at that beautiful black coffin box and its elaborate goodies inside. How do you stay objective holding such a visual treasure in your hand? How can you possibly comment on its shortcomings when you can feel the love, blood, sweat and tears that must have gone into creating what will undoubtedly be a piece of board gaming history?

War Room is gorgeous, if you’re a gamer and this doesn’t get you excited, I don’t know whatever will.

It’s going to be hard, but I’m going to try to be as objective as I can be!

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.9 out 5) Near Perfect Game!

War Room is an evolution of Axis and Allies, a game that ups the ante in terms of scope, detail and components considerably while at the same time attempts to bring that same beloved A&A experience we have enjoyed for decades to the table in a kind of modern re-imagining of the game.

Played on a huge round map of the world, War Room allows up to 7 players grouped into two teams, The Axis and The Allies, representing the different nations of World War II to fight out the entirety of the war in all its glory and detail.

While this game is clearly inspired by Axis and Allies in countless ways to such a degree that even some of the old A&A strategies actually apply here, War Room’s evolution as a game design strays into new realms some drawn from modern game design, while others reach back to classics that pre-date even Axis & Allies. It’s also a game that hinges on a lot of psychology, much of the games intricate gameplay has to do with the ability to predict and anticipate your opponent’s actions, but this isn’t always going to be based on table strategy, but rather reading what sort of people your playing against and with. Strategies can vary wildly for each nation and player personalities are often going to dictate this far more than sound strategy.

It’s a mutation of Axis and Allies for sure, one that remains true to its original core concept of being a game that is reasonably easy to learn and a more approachable war game hoping to capture more than just the seasoned historical wargaming veteran. It tries to be a game the novice enthusiasts can play, while simultaneously building a clear bridge for veterans to cross. I think Larry Harris is a master of building such bridges and with War Room, I believe he makes a gallant effort to reach beyond the hex and counter crowd as he did with the original Milton Bradly classic, Axis and Allies. Unlike Axis and Allies, however, the depth of the game here is definitely influenced far more by historical simulationist wargaming and as such, it’s far more of a stretch to presume a more casual crowd will play this game. I’m not sure historical wargamers will agree, but to me, this is a very heavy historical war game even though it has a fairly high level of abstraction and lacks a lot of the typical adherence to historical accuracy.

War Room is the Rolls Royce of board games of that there is no doubt, it demands the highest of prices to get it to your table which means it is going to have to measure up to the absolute highest of standards and expectations as a game. Simply put, at a shocking price of 240 us dollars, this is the single most expensive game you will ever buy and as such you have every right to have very high expectations. There are no excuses allowed for taking shortcuts here, nothing but perfection is acceptable. The only question is, does War Room deliver on such high expectations?

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: No expense was spared, every component is visually impressive, of the highest quality and serves a practical purpose

Cons: It would have been nice with an extra set of dice.

At 240 dollars I don’t think it’s unfair to expect to have your mind blown when you open this massive box and I assure you that whatever your standards for board game components are, this game will exceed them. It really sets a new standard in particular for the historical war game genre that few will ever be able to measure up to. War Room is an expensive toy that is certain but, it’s for gamers like me with disposable incomes who love gaming and are ready to dish out any price for the best of the best and this is exactly what you get with War Room. Simply put, it is eye-popping beautiful, comprised of the highest quality of components money can buy. The publisher has spared no expense in making you feel like you got your money’s worth.

Now is any game actually worth 240 dollars? It’s impossible to say, I mean it’s a board game, an evening’s entertainment and I think it comes down to what I like to call the connoisseur effect. For example, I like wine, it’s delicious, but there is no wine ever made nor will there ever be that is worth more than 20 bucks to me. I’m not a wine connoisseur, I give zero fucks that it’s a 1939 Brunello, I’m not going to pay 500 bucks to drink it. If you are a connoisseur, however, the experience and perceptions you have take on an entirely different meaning. I think War Room is like that for gamers. If you are like me, a connoisseur of board games, paying 240 dollars to experience a game like War Room is a steal, for everyone else, the quality of the game and its components isn’t really ever going to justify paying 240 bucks for a board game. There are far cheaper alternatives for an evening of board gaming entertainment and that is a perfectly understandable conclusion to come to.

The box is chock-full of excessively overdone components that should have fans of wargaming shaking with excitement. The attention to detail here is beyond the call of duty.

War Room is a love letter to Axis and Allies fans, in particular the approach that was taken with the components. The goal here isn’t just to give you pretty toys to play with, every component in this game was meticulously designed and selected to assist in streamlining gameplay. It’s a visual treat there is no doubt, but it’s a practical one as well and I think Axis and Allies fans, in particular, are going to really appreciate the efforts here (or anyone else for that matter) . Whether or not that makes this game worth 240 bucks is something every gamer is going to have to decide for themselves, but for me, as a connoisseur of board games, I’m smiling from ear to ear and I have already forgotten how much this game cost.

Now when you do open this box, the first thing that will jump out at you is the size of the mounted map which while absolutely gorgeous, made of very sturdy, scratch-resistant material, is massive, far bigger than most of us have table space for. This is going to be a problem for your average Joe as you are going to need some serious real-estate to play this game. Just the map will take up the largest of tables and because it’s round, even large rectangle tables will have trouble fielding this one. You really need a very large round table, one of those very expensive big board game tables, or a couple of tables stacked together to make this work.

Fortunately not only is the map beautifully illustrated with clear iconography and a very practical approach to colors to ensure everything can be cataloged at a glance but there is a tremendous amount of design thought that went into making sure that this map is perfectly streamlined for gameplay. While huge enough to really capture that visual experience of an actual war room, the map is barely big enough to ensure there is sufficient space for all the stuff that will be placed on it. In fact even at this size, sometimes the map is too small if you can believe that. You are going to use every inch of the space of this four-piece puzzle map that clicks together into a seamless circle and despite its size, it’s going to get crowded in many places. I guess what I’m saying is that while the map is excessively large, it’s the size it needed to be.

Even on a very large war game table, this game is going to get crowded. There are few games in the board game market today that require this much space, even fewer still that make such great use of it.

The game also comes with stackable plastic “chits” that are color-coded and shape-coded to represent the various units in the game (Ground, Air and Sea). Now initially I was quite skeptical about this because when I first set up the game it looked completely crazy and seemed to have far too much relation to hex and counter games that are notoriously difficult to assess at a glance. Square, round and diamond shape plastic units were stacked together each with different colors, it just looked like a rainbow-colored mess. It was really difficult to tell units apart and while learning to play I constantly had to check the reference sheet to know what is what, it all just felt very unintuitive.

Thankfully your brain is a tool that adapts and Larry Harris is smarter than all of us. I found that within a round of play, I had everything committed to memory and I could do an assessment of the units in any space on the map in seconds without even having to focus on it. You just make an almost instinctive association between shapes and colors that becomes second nature (thank you right hemisphere of my brain). What seemed like a very unintuitive mess, quickly turned into one of the most brilliant design choices of the game as it solves the big problem all war games have of trying to organize in a sensible way massive amounts of varied troops on a huge map. No stacking checking, no disorganized mess of miniatures with not enough space or ugly chits or cubes. These pieces do a lot of heavy lifting to keep the game organized and because they are plastic with indents that connect like Legos it’s easy to grab and move units around the board. Frankly, it’s just brilliant, it takes what is typically a very fiddly part of wargaming and makes it reasonably effortless.

The plastic pieces in this game look great on the map, creating great atmosphere, helping to bring the theme to life, but its how practical they are that makes them a brilliant piece of design.

Next, we come to the cards. Now, this is not a card game, the cards are really just there as a way to streamline the process of accounting and administration of resources at different points in the game. This feels excessive because it is, but again, it’s just one of those things that help speed up gameplay and excessive is kind of part of War Room in general. The card quality is as you would expect, excellent, made to last, the art on the cards is representative of photography from world war II picture archives which helps give it that sort of World War II black and white feel and they are well organized into cardholders that will put a smile on even the pickiest of OCD patients. There is no need to sleeve these, they will hold up without them in particular since there is no card shuffling involved.

Each player also gets a large matchbox-like holder for all the various tokens and components for their nation. This again is cleverly organized and compact with a top piece that fits snug that serves a practical administrative purpose. This top piece uses plastic pegs for tracking resources, which is something that you must reference often. This again just helps keep the game streamlined and easily accessible which is key as throughout the game you are constantly accessing your opponent’s status and resources are a big part of that when working through decisions.

Each nation also gets a “nations order book”, this double-sided notepad is used for tracking your orders and purchases in the course of a round. Again the design here is just very well thought out and helps to facilitate play. Everything you need to know when making orders or doing your production phase is on it so no need to reference rules or charts.

Now I know people will sometimes complain that “eventually” these notebooks will run out and you will have to replace them but these notebooks have hundreds of pages and on average you will use 3 to 4 sheets per game so you would literally have to play a hundred times before you ran out. I assure you that by the time you have played this game as many times as you would need to run out of sheets you will have died from natural causes, it’s effectively a lifetime supply. The notebooks are colored and made of high-quality paper, again, nothing but the best from War Room.

The movement of troops is done in secret and only revealed when all nations have committed to their actions. In a sense, this is the core of the game that really creates the unique experience of War Room.

There are many other auxiliary components that I would call luxury components to be more accurate including several mounted boards. 2 tactical battle boards, a morale board and a couple of quick reference boards. The quality is extremely good in every regard and all of these boards are very practical and useful in streamlining gameplay. I particularly like the size of these boards, yes, it requires even more space, but the print is large and important information is highlighted to facilitate both gameplay and especially learning to play. Cleverly there are mini maps of the main map on the opposite side of the reference boards which really facilitates gameplay during the planning phases.

The components are tightly designed, with great use of color and built for usability. There is a lot of excesses here, but everything is geared towards keeping order.

You also get 10, 12 sided dice, these are proprietary dice designed specifically for the game and again the logic and purpose behind the dice are very practical. Each face on the die is a color corresponding to a unit type, so it’s very easy to know what and when you successfully hit something without having to reference a table as is the case in almost every war game I have ever played. I don’t know why games don’t do this more often, the use of symbology or color as is the case here is so much easier to work with.

There was even care taken for the color blind by adding symbols on the dice to make these readable which I think is a very thoughtful practice you don’t see in board games very often.

I do wish there was an extra set of dice that came with the game as there are times when you could expedite the game considerably by fighting multiple battles at the same time (since you have 2 battle boards). It’s really a worthwhile investment to get a second set for this reason alone.

When it comes to the manual, while it does not follow along with the classic “war game” indexing design which actually might have been useful here, it is nonetheless still very clear and referenceable. The manual is sectioned out by phases of play and there was a lot of attention paid here to ensure everything you need to know about a phase is included. This is a color-printed manual with plenty of pictures/examples and though I found myself reaching for online resources to learn how to play as I find that much easier to do, generally this is a relatively simple game to learn and teach in particular for seasoned wargamers. I definitely think it’s much easier than Axis and Allies was to learn because the rules have a sort of natural intuitive design, I found that they sink in a lot better. I’m not entirely sure everyone would agree, it’s really just a question of how your brain is wired I think.

There are a few quirky rules that require some double-takes like the whole Japan-Soviets non-aggression pact that is defined with a wall of text that probably could have been simplified but for the most part, no trouble getting this one to the table.

At 240 bucks I expected to be impressed and I was, the components are top-notch, no expense was spared both from an aesthetic point of view and a practical one.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros:  Near perfect execution of the theme, capturing everything that makes WWII such an interesting historical topic with just the right amount of abstraction.

Cons: Historical accuracy is not adhered to at the same intensity as most historical war games and I think historical war gamers will find room to complain.

When it comes to War Room’s theme, I think there are a number of successes that are immediately apparent, a couple of things that are really well done but in a very subtle way you might not really catch on to right away and one thing I think the game intends but doesn’t explicitly define as a rule that actually makes this one of the most thematic WW II games in existence.

The first and most immediately apparent thing about War Room that instantly sells the theme is the giant round map littered with military units. It’s just so obvious where the inspiration for this type of presentation comes from with the obvious hint in the name. This feels like a game about a bunch of generals hunched over a table making high-level strategic decisions in a “War Room”. The game captures this perfectly and delivers on that promise in a big way, really the only thing missing are those push sticks so that you can reach over the table and move units into position (notably you can buy this as part of the Jumbo Pack expansion for War Room).

War Room is clearly inspired by pictures like this and its this sensation it captures perfectly.

The second thing that really works to sell the theme is the hidden movement mechanic in which players plan all of their troop movements in secret simultaneously and then reveal them and execute them in turn order. This is not only an amazing and notably very classic mechanic which I will talk a great deal about in the gameplay section but is pure magic when it comes to selling the theme here. Not knowing what your enemy’s plans are, having that “fog of war” is an amazing sensation that really just nails that feeling that anything can happen. You build a plan together with your friends, you put your orders in and hope for the best.

More than just that however one thing that really comes across is that when players are preparing to write their orders their is an immediate realization that this is a team game and you can’t just decide what your nation will do on your own. No nation in the game is so strong that it can just do its own thing and secure victory, nor can one player on either the Axis or Allies side win the game alone. The effect during a game session this creates is that players will huddle together and plan in a collective, which immediately creates an amazing atmosphere. There is wonderful collaborative thinking that is just natural in the game and it really changes the game from one of many players to a game of two teams.

This is great because you are going to care about the results of every battle, of every move, of every well-executed plan even if your nation is not involved in it. Everyone makes contributions to the team, not just on the board but in the course of this collaborative strategy building. You are looking at the game from a global perspective, trying to anticipate your enemy as a group and your allies are going to point things out, you might otherwise have missed. You will come up with ways where your moves and your ally’s moves produce outcomes you could never hope to achieve alone. The Axis and Allies powers really become the core entities of the game and the comradery between players is instantaneously created. It’s a wonderful thing that not only creates a great environment for gaming, but gives you great insight into the classic Shakespearian quote “Misery acquaints a man with strange bedfellows” as the diversity that comes from success and failures may spark some intense conversations among team mates.

The more subtle element of War Room that inspires the theme which I really didn’t catch on to at first is how the battles are not necessarily resolved in a single turn. During each turn, every battle is fought only once and if this results in units remaining in a region from both the Axis and Allies sides, the area remains disputed. I love this for game mechanic reasons, but thematically this has a fantastic side effect.

This creates this atmosphere where certain regions on the board become battlegrounds that need to be re-enforced and plans you made the last turn will suddenly be put to the test, as you may need to pull reserves from other regions that were meant for other things to support an ongoing front line. There is this war development feeling where the unpredictable results constantly have you scrambling to adjust your plans. This not only presents players with interesting strategic and tactical decisions as part of War Room’s gameplay but has this way of creating memorable stories you’ll talk about when the game is over in almost a quasi-historical context. You really get this great sense of alternative history from this mechanic. Larry has a great eye for this sort of gameplay because what it really does is make the game feel like a live-action role-playing game, where players will become obsessed with holding territory, or pushing through even though what started out as a strategic decision becomes a point of pride. We must win Poland, we can’t let the Russians take it, I don’t care about the cost! This in turn builds the story of the game and makes it that much more memorable.

Another really sneaky way the theme slips in is through the morale system. The morale of your country is really just a marker that will inevitably decline in the course of the war, even if you are winning the war, you are going to lose more units than you will build and it really taxes the infrastructure of every nation to the point where eventually everyone’s morale starts falling. The effects of morale result in you slowly having fewer resources and more drawbacks as time goes on and there is this general feeling of war exhaustion in the game and a global decline of effectiveness.

The moral system in the game is simple enough mechanically, but its impact is quite critical. In general, it’s quite difficult to take any capital without first reducing a nation’s morale significantly.

You go from making these deeply thought-out plans, massive assaults and invasions to eventually a couple of units scraping over regions you never thought would end up being important to the game thanks to the way stress is gained in the game and how that affects morale. You can’t help having this imagery of the early war of a nice clean city feeding units to the front lines, to the eventual total chaos of Europe at the end of the war where everything is in ruin and whatever soldiers you can muster are fighting over street corners. The morale mechanic is just a really simple and streamlined way to represent the abstract concept of a nation’s war weariness with a big impact on the feel of the game. It creates this really noticeable difference between an early game, mid-game and late game.

Finally, I love the way the production works in the game and the difficulties of building units, safeguarding them and deploying them where they need to be. It creates a great supply chain issue for every player and forces considerations like potential air raids and risks of building units too close to the fighting. It just feels wonderfully thematic and reminiscent of the fact that fighting the war was a lot more involved then having battles, its really about all of these micro-decisions that together are your strategy for the conflict.

All of this combined gets you War Room, a game that I would not label either historically accurate or a simulation, but one that just feels great as a game, as a presentation and as a gaming atmosphere for the players. I suspected that War Room would click for me thematically, but I did not guess that ultimately it would be the most important aspect of the game and in the end the biggest contributor to the review score. It was just something that needed to be just right and War Room just nails it without overcomplicating things in the name of historical accuracy. It’s just the right balance.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star 

Pros:  Countless amazing nuances that together create a top notch strategic war game that will have you debating tactics and strategy endlessly.

Cons: This game is an odd fit that will be hard to get to the table, its long, really begs to have at least 4-6 players and to have a good game you really want players who are going to deep dive into the game at the highest level to truly get the most out of the experience.

While gameplay and design are always going to be important to any board game, I gave the 4 point tilt to Theme and a 3 point tilt to Gameplay because I feel so strongly that this is an event game, an experience that is driven far more by the game’s presentation, its historical significance and the story it tells then by the mechanics of the game. If War Room didn’t succeed at presenting the theme successfully, it’s hard to imagine that gameplay would save it given its enormous demand on the players. This is a game that needed to have a far better reason for people to be excited to play it than just the mechanics of the game. Fortunately, War Room does not only succeed at really bringing the theme of the game to life and gives you that big epic event war game feel, it’s actually a fantastic game design too!

There is so much to cover here it’s hard to know where to begin, but I think it’s important to be thorough because there are so many well-thought-out mechanics here that it would be a shame to skip the discussion on any of them. Wall of text incoming!

The Strategic Planning Phase is perhaps one of the few departures in typical wargaming design in War Room, though it’s not a new design. Quite to the contrary this particular hidden movement mechanic is born from one of the all-time classics, Diplomacy and is seen partially replicated in games like Game of Thrones the board game for example. Suffices to say there are far too few war games in my opinion that make use of hidden movement and hidden action mechanics in general. Fog of war done right is the best thing you can do for a good war game.

Writing movement orders in secret and executing them in turn order is a great mechanic on its own, but making part of the order writing, bidding in secret on turn order, is about as clever as it gets in creating tension during this phase of play. In particular given how absolutely critical turn order in War Room is to any good plan, in fact, the later in turn order you act the more likely the positions of units will have changed causing your orders to be less effective. Bidding on turn order however requires you to spend (win or lose) one of the most precious resources in the game, oil. The tension this brings to the game is quite electric as it not only defines who will ultimately be on the offensive but often, who stands the best chance of being in a strong position on the following turn should their plan and execution work out.

Overbidding however can result in you lacking a key resource (oil) during the later equally critical production stage and as such, it’s not only absolutely vital to get this balance just right, but it’s a crucially important decision that can be wasted if you execute your plans poorly or planned poorly to begin with. Much of the game’s strategy revolves around this subtle order/movement phase. It’s tense, exciting, surprising and makes the game feel like your skills at predicting your enemy gives you a clear advantage which makes it feel that much more authentic and thematic. I can’t say enough about how much I love this mechanic and how it really defines why War Room is such a fantastic game.

The strategic phase of War Room single-handedly turns this from a fairly standard war game into one of the most unique gaming experiences you will ever have. Simple design is often the best design and it’s rather shocking we don’t see this mechanic used more often in games.

I think another very subtle aspect of this mechanic that makes it so great is that its team based, which means that your nation’s involvement or lack of in any particular series of events, offensives, defensives or strategies does not exclude you from the game. Hell even if you are eliminated from the game entirely as the case may be at the tail end of the game, you are still going to have very strong opinions about what your allies should and shouldn’t do. You plan together and you win or lose together. This collective planning just creates a great table atmosphere and comradery, making the game’s ultimate length far more tolerable than most games as you are always involved no matter who’s turn it is, or what level of importance your nation has in any given situation or even the outcome of the game.

There is a lot of subtlety in the rules of unit movement, with elements such as pinning, embattled hot spots, the special way air units and transports move and little tricks with carriers and other naval units. All of this is important to know, but I will just say here and now that all of it is fairly logical, structured in a way that represents the units well and gives them the appropriate feel and purpose in the game. Suffices to say that every unit is precious, so how you use them is vital to your operations and this understanding doesn’t require more than a couple of rounds of play to get the basics.

The game is not terribly forgiving however, making a blunder can cost you dearly and a game of War Room can be decided at key battles. Understanding the combat system, the benefits of each unit, having a good mixture to gain that all-important force advantage and many other subtle elements create a pretty high level of complexity in terms of strategy. This of course could be seen as a drawback, as more attentive players, those that analyze the game and really get to the root of understanding the flow of the game are going to do considerably better than the casual player with a basic understanding will. It’s why I think that while the game is not so complicated rules-wise that casual gamers would struggle with understanding the rules, they are likely to get horrifically crushed by players who spend time diving into the game’s many intricate strategic possibilities.

Its very clear that Larry Harris wants to extend War Room beyond the standard historical war game audience and a great deal of effort was made to make that so, but this is a very deep and heavy strategy game, the rules may be simple enough to grasp, but this is a deep well that is going to be out of reach of the average casual board gamer.

The combat operations phase while sometimes it might feel a bit overcooked, is designed very specifically to create more situational results rather than random results. What I mean is that, unlike Axis and Allies where each unit has a set series of stats, in War Room, how you approach combat can have a dramatic impact on the results of a battle. Most units have more than one way they can be deployed in combat (called a stance) and this often makes a difference in who they attack (air, ground or naval), how many hits they can take before they are eliminated and how many dice you get to roll on the offensive. I can’t stress enough how much these micro-decisions can impact battle results. This may actually be one of the most involved combat resolution mechanics I have seen in a war game and is well outside of the normally expected designs if for no other reason than how involved it actually is. Typically war games focus on giving you lots of options and flexibility in the strategy leading up to a battle, but the battle resolutions are always simple. Here Larry Harris pushes the actual combat system so far it’s almost an entire game on its own.

Just a quick example is the tank unit. Now if you play this unit more aggressively you get 4 dice against ground targets for a tank to roll, but in this stance, they can only take 2 hits before they are eliminated. Alternatively, you can be more defensive and get only 2 attack dice for ground targets and 1 die for air targets, but it takes 3 hits to eliminate the unit. The impact on combat results this will have is quite dramatic, especially when you are doing this sort of thing with a wide range of different types of units.

Additionally, there is something called Force Advantage, where having a greater variety of units gets you the considerable benefit of black and white die results (black being wild result and white being a result that allows you to hit any already damaged unit). This can make a huge difference in particular in larger battles. There is an additional mechanic for naval warfare called Port Advantage where fighting with a home-field advantage gives you extra dice to throw during naval combat.

There are other subtle things in the combat operations phase such as submarine’s ability to dive (escape being destroyed), bombing raids that allow you to destroy factories and units in production and convoy raids that allow your naval units to attack your opponent’s resource production.

The entire combat operations phase is probably the most complex element of the game in terms of rules, but not to such a degree that it will confuse you in how it works. There is no doubt however that managing well is going to have a huge impact on the results of battles and it’s here where more casual gamers might struggle to get it right. It is however important to understand it, as it is during this phase where you can squeeze out advantages one battle at a time which will ultimately service your ability to win the war. This is because, in War Room, every resource and every unit is precious, there are no disposable units and very often 1 unit, 1 additional hit can mean the difference between victory and defeat.

I suppose the only real complaint here, as already mentioned, is that this mechanic has a lot of nuance and as such it can take time to resolve battles. I say overcooked, but this may not be entirely fair as I find these nuances interesting, fun, strategic and kind of necessary, but it does slow the game down considerably since you execute the battles one at a time. It’s helpful to have an extra set of dice as this would allow you to execute multiple battles at once, but then again, the excitement of watching a battle is not diminished if you are not involved. It’s a team game after all so you are always vested in the results of every battle and their are no rules against allies providing advice during these battles hence the team effort does not end when the battle starts. Its worth pointing out that in each battle a commander is assigned for the battle and he has the final say in all decisions. When we played War Room, everyone was huddled around the combat board when there was a fight, there was no lack of interest, every battle in War Room matters to everyone.

I think this complaint must have been quite common during the first printing of the game as, during the 2nd printing (2nd edition) simpler, alternative battle resolutions have been provided known as “quick play” rules. This however is more of an indicator that the complaint was about the length of the game, less so about the quality of the combat mechanic and if this is the case I agree with it. I actually think the combat mechanic is excellent but I understand that many gamers are not going to have the 8-10 hours this game takes to play, so this optional quick play mechanic I’m sure is quite welcome by many as it would surely speed up the game.

Personally, I rather wait until I have the time to play this game as designed and use the full mechanic. It’s an event game, I see no reason to play the alternative quick play rules personally. If we are playing War Room, let’s bloody play War Room not some “Quick Room” version.

The morale phase is really a very simple phase where you determine if any nation’s capacity to fight is reduced as a result of stress caused by losing battles and taking casualties. Simple to execute but vitally important.

The thing about the morale system in place here is that it acts both as a kind of game clock and a measure of success. All nations will take far more casualties than they will build units so there is but only one-way morale will go and that is down. This, however, can be stalled through success and while players will focus on winning the war through achieving the game-winning objectives, there is a great deal of activity built around causing and reducing stress. Sometimes you just need to win a few battles in insignificant places just to earn some medals (medals are used to reduce stress and gained when winning battles), while other times you will attack an opponent in a weak spot just to cause them more stress. The goal isn’t always just the war objectives, though stress works toward that direction regardless, often you will act based on the stress and morale situations on the board of your opposing nations and your own.

The morale system is almost a kind of political influence and pressure coming from your nation. You need to maintain your nations will to fight and so you must often do things you don’t want to like back off from a front line to prevent casualties or make risky attacks knowing it will hurt your opponent more to gain stress than it will you, even if the tactic is not sound long term. I guess what I’m saying here is that like the generals of World War II, you are often pressured by your nation to take actions you know to be poor tactical or strategic decisions just to appease them.

It’s a fantastic system that does a great job of selling the themes and subtle nuanced problems World War II commanders faced and though of course it’s very abstract to such a degree that I think simulationist historical wargamers will balk at such a thing, personally I think it’s amazing both as a mechanic and as a thematic element of the game.

The production phase, more specifically the many elements that can influence the production phase is what really brings a lot of life to the game and a sense of realism.

The production itself is pretty cut and dry. You spend your available resources to build units each with their own cost and you build those units in factories designated by “chimney stacks” in regions you control. Those units are considered “in production” and become available for deployment on the following round, but they are put on the map with a production token on them. This in itself is a pretty simple way of doing it, but what it does is present the game with an opportunity to implement one of the fundamental and often overlooked aspects of World War II, the raiding of strategic resources, factories and the capture of enemy units. Thankfully War Room includes mechanics that cover these subjects in an elegant way and in turn makes the air war that was so crucial during World War II, equally crucial in the game.

The production phase is a kind of standard design here, but the impact of putting the pieces in production on the board creates unique strategic opportunities for players which in turn adds to the World War II feel of the game.

While units are in production they can be attacked by air units and because air units can enter enemy territories without being pinned and they have a movement of two, it creates a circumstance where airpower can be projected behind enemy lines. This forces players to think past just the obvious front-line battle zones and consider what your opponents may target with their air power. The advantage of destroying someone’s units in production cannot be overstated and these vulnerable targets make for easy pickings if left unguarded for enemy air units. Additionally, your factories (smokestacks) can also be attacked and when done successfully this permanently reduces how many units can be produced in that region, this adds to the importance of this air war as well. On top of that, your railways can also be attacked and destroyed. Railways are used to move troops through friendly territory quickly and when destroyed can really screw up your ability to get units where they need to be.

For all of these reasons the air war is a vital component of the game and it turns what might otherwise be a straight-up area control game into something far more strategic and thematic. The strategies involved here in defending your air space and vital production and transport regions vary wildly and I’m sure we will still be discovering the many ways this mechanic can impact a game for years to come, but what I find to be true is that it’s very subtle. I have heard players complain that this mechanic has too little impact on the game and that it’s a waste to do anything more than trying to go straight for the region control but I think this is a lack of experience talking. It may not seem all that important that you lose a couple of factories and/or units here and there, but the cumulative effect of such losses has massive implications towards the end game where every unit, every production point and every railway passage become absolutely critical. I suspect the experience will eventually reveal to new players just how important and impactful air raids on opponent’s production can be.

A game of War Room is won by controlling certain regions depending on the scenario. I personally have only ever played the Global Scenario which dictates that the allies win the game if they control the Greater Germany and Japan regions while the Axis powers must control two regions picked from Britain, Moscow or the Eastern United States.

What I can say here from a balanced perspective is that the Axis powers have their work cut out for them. Controlling the Eastern United States is truly difficult and highly unlikely so I would imagine the war is typically won by controlling Britain and Moscow by the Axis powers which are both much closer and rely far more on land and air power which Germany and Japan have ample of. Trying to take the Eastern United States requires you to have some major naval victories and that is quite difficult and almost entirely up to Japan to do. Not impossible, but certainly requires some top-shelf strategy and a considerable amount of luck I would imagine.

Taking Greater Germany by the allies however is also a very difficult task in particular in the early game when the allies are largely on the defensive and if Japan executes a good control strategy of the Pacific, they can be a force to be reckoned with, notably, one the US must take on almost entirely on their own.

It seems vital that before you even attempt an invasion regardless of whether you are allies or axis of any capital city, you must significantly reduce the nation’s will to fight by reducing their morale. This means the war, in many ways will be fought primarily in other regions in that attempt by both sides.

I would say the game favors an allied victory but it’s difficult after my limited experience with the game by how much. I think if you are playing a game with a mix of new and veteran players it’s wise to make the veterans play the axis powers and the new players play the allies.

Lady luck certainly plays its part in War Room, at its core, battles are resolved by chucking handfuls of dice and while players have plenty of strategic options and tactical decisions to make to ensure conditions are in their favor, dice be dice and they can certainly turn the game in unexpected ways. I would not, however, say this game can be won by gambling on dice results, there are certain statistical factors that are quite reliable and in all but the most extreme cases, the larger and more varied force will usually beat the smaller force.

I would say from a gameplay perspective, the team that will win is the one that can consistently execute the three core aspects of play the best. Unit movement (hidden) and position, morale management and the air war with the naval war taking its fair share of the pie as well though not quite equal to the other three vital core aspects.

The game is quite sensitive to opening move mistakes and as such there is a real fragility in the early game which is going to be tough on newer and less attentive players. If managed poorly, it can sink either side quite significantly but I would say that the axis powers are far less likely to recover from early mistakes than the ally powers, while far less likely to make them if for no other reason than that the US is this sort of mid-game force that appears and can bring some heavy firepower that can easily overwhelm the axis powers if they aren’t crushing it in the early game.

Round 1 “opening move” strategy discussion is something of a hot topic online for War Room and it is no surprise as it is absolutely vital. There are many such strategies and the heated discussions offer a wealth of advice that will have your head spinning.

Surprisingly, the Italians and Chinese while seemingly irrelevant on the power scale compared to the other nations play a considerable role in the war. The Italian campaign in Africa can cause irreparable damage to Britain and topple the empire with the help of Germany on other fronts very early in the war if they execute well. The Chinese on the other hand can be quite a nuisance to Japan if ignored and for The Empire of the Sun, invading China yields very few rewards and does little to hurt the allies as a whole. In a way, they have to deal with them and the only benefit of doing so is that they remove them as a threat, but failing to do so can cause serious problems in later stages of the game.

The final note I’m going to make in terms of gameplay is the absolutely excellent attention that was paid to the creation of the world map. There are so many interesting nooks and crannies to explore and leverage on this map, it’s really this sort of massive puzzle that reveals countless opportunities for players to explore alternative strategies. It’s such a great feat of engineering to me from a design perspective and does so much to keep the game interesting despite static starting conditions.

There is so much more that could be said about the subtle ways War Room creates amazing gameplay opportunities, the countless strategies and tactics that can be deployed and the general atmosphere the game creates. War Room is a deep well that will encourage you to explore the game’s many strategies over and over again, it’s a testament to amazing game design.

That said there is one problem the game cannot escape. It takes 8 to 10 hours to play, it really begs for at least 4-5 players and truth be told to really get the most out of it you need dedicated players ready to dive into this one with their heart and soul. That will make this one tough to get to the table unless you are lucky enough to be surrounded by such players. Certainly, you can bring in casual gamers and teach them to play, but if you mix experienced players who really dive into this game with casual players that just want to chuck some dice, you will discover that games of War Room can be effectively won as quickly as 2 rounds of play. To get a really good, competitive game of War Room going, you need everyone at the table to be analyzing it with a full understanding of how the game works beyond the understanding of the rules.

Replayability and Longevity

Score: 

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tile: christmas_star

Pros: Infinite replayability, immortal longevity!

Cons: Its a very long game, your not going to get to play it often enough

I will keep this section short and sweet as their really is only one word I would use to describe the replayability and longevity of this game.  Infinite.

This is not a game you are going to play often of that I’m certain unless you are lucky enough to have friends that have 8-10 spare hours on a regular basis.  It’s an event game and I would encourage you to treat it as such.  Certainly, this is not a “board game night” type of game, you can’t just whip it out on a group of unsuspecting players and say “hey let’s play War Room”. 

You need to prepare, the game is long enough that your players will need a mid-game break to regain their strength and I would say it’s not a game for people who are looking for a casual gameplay experience.  This is a game that draws on and is enhanced by excited players who want to step into the role of a World War II general leading a nation into one of the greatest conflicts humanity has ever seen.  It’s an amazing experience, but its certainly not a casual one.

That said, in my opinion, it’s a game you will not tire of playing, it’s not going to wear out its welcome nor will you run out of new ways to approach trying to win the war in different ways.  Each nation offers a very different experience and every player is going to see the game through a unique perspective, likely surprising even the most experienced veterans.  There is just a lot to explore here and the static start really doesn’t injure the game’s replayability.

I will say that it would have been nice to have alternative setups, either through the use of alternative dates (periods) in the war, or alternative history starts altogether.  If Axis and Allies is any indication of the future of War Room, I would venture a guess we might see something like that in an expansion in the future.

I hold this game up to other eternal epic event games worthy of your shelf space and time like Twilight Imperium, Advanced Civilization, Game of Thrones the board game and of course the Milton Bradley classics like Axis and Allies and Shogun (also known as Samurai Swords and Ikusa).  It’s an experience, one with an endless shelf life.

Conclusion

It’s really difficult to come up with something to say as a conclusion to the review that would surprise you, this is an amazing game, plain and simple and while I can understand between the price tag and the length of play this is certainly not going to be in everyone’s wheelhouse I can say without reservation that if you are an Axis and Allies fan and you are looking for something that can stand up to such a classic, War Room is an auto-buy, price be damned!

On a personal note, War Room is the Mona Lisa of my collection, I display it proudly on my shelf not only because it’s a visual treasure, but because it is hands down one of the finest pieces of game design I have seen grace my shelf in years. It is a masterpiece, a triumph that deserves all the accolades a board game can earn. In fact, I will go even further and say that this is the single best board game I have ever owned or played in my life, period. If my house was burning down and I could save only one game from my collection, it would be this one without question. You can expect this to be in my number 1 spot on the next top 10 best games of all time and I suspect its reign will be long and distinguished.

Is it a perfect game? Not really, not because of a design flaw, but simply by the fact that it takes 5-6 players 10 hours to play it, which just means it has limits to how often you will play it. A perfect game would be good to go for all occasions and this, like an oddly shaped puzzle piece fits in only in very specific situations. That doesn’t change my mind about how I feel about it, but it does change the game’s ultimate rating, for perfect, it is not.

At the end of the day however for me, it comes down to War Room as an experience, it’s here that War Room shines above all other games. It’s unique and creates magic at the table, as a fan of all things gaming, War Room is without a doubt one of the most exciting things that have come along in gaming for a very long time. I cannot recommend it enough.

Dedicated To All Things Gaming