Absolutely stunning graphics with absolutely no game under the hood. A perfect example of the wargaming community's penchant for understanding "simulation" as much as they don't understand "game." An absolute dog of a game. Couldn't get rid of it fast enough.
Sentimental favorite: I taught my son to play wargames by splitting a squad with him; I handled the mechanics and he made the decisions. This game STILL has better A/I than most of the computer games on the same subject that I've played (101st Airborne in Normandy, for example). Yes, you still have to handle all the functions that the computer can do for us now, but the game's scripting and the solid replay value of the latter add-on modules makes this a keeper.
Fun solitaire game that's really an RPG lite. The main goal is bringing your bomber/crew back home after 25 missions, which are simulated through a series of die rolls (a dice fest, actually). Not much decision making in the game, but you get quite attached to your guys and when your plane goes down (as down it will ... trust me) you'll have a real twinge! I've never managed to complete all 25 missions (if my character dies - the pilot, natch - I start over), and the most memorable campaign of this game I played lasted until the 25th mission - which was Schweinfurt! Needless to say, the guys didn't come back ...
Richard Berg-designed Empire Builder variant set in the Civil War South. Players try to deliver the goods over their own rail system whilst guiding the Yankees towards their opponent's systems and helping themselves to their opponents equipment! A fun game, but rather long to play.
I have to agree with Heiko here, Greg S. just didn't "get" it with this game. While you *don't* have to use the role-playing rules to play this game successfully, you *do* have to be in a sort of role-playing mood. When I marry, for instance, one of my opponents (which can help you financially and in other ways) I just love looking right at his/her face and, my voice dripping with condescension, exclaiming "Dear" :-) Of course, with my group, this is sort of de rigeur for all of our games, so this game was no exception. As a strategy game goes it's okay, not fabulous ... but taken with the right dollop of play-acting, the game is indeed a hoot.
Moderate complexity solitaire wargame that has truly unique rules for the A/I opponent: when you start to beat the A/I you have to switch sides! Designer Mark Herman figured (correctly) that the weak link of all solitaire games, be they manual or computerized, is the Artificial Intelligence (or A/I). What better way to get around that conundrum than by making the player play both sides, but only one side at a time! What happens is that when you start to achieve victory as one side the chances are likely that you'll have to switch sides and take the side you've just been beating up on! In addition to the fine game design, the historical lessons are quite deep here. Too bad Lyndon Johnson & William Westmoreland didn't play this game!
Superb introductory wargame. Built in fog-of-war with the standup counters and dummies, very simple combat system that gives the defender something to do but just watch and stand by, a 2-page rules book, chit-pull system that ensures that no two playings of even the same scenario (of which there are several, all with quite a different feel, too) play the same, mean that this is an excellent cross-over game for Euro-gamers looking to dip their feet into the wargaming waters.
This is the only solitaire game I have ever played that feels like I'm playing a highly competitive 2-player game with a very sharp opponent. Believe me, there will be times where you will toss the dice and then be afraid to look at the results! It is also one of the few solo games that will make you think, in those odd moments, of varying strategies ... which means there is good replay value here too.
The odds are stacked against you, of course, but this *is* a solitaire game and what is the fun of beating a weak AI? Lots of folks seem to take exception to the brutal boat landing phase where your boats (and men) are sliced to ribbons. This is, however, quite accurate in terms of historicity and makes the demolition phase that follows a real nail-biter.
Top notch components (a gorgeous map by Charlie Kibler) round out a beautiful package. Only letdowns are the typical AH rules, which take a couple of read-throughs to figure out what you are supposed to do. There aren't any designer's notes, either, and had AH thought to include those (where you'd get an explanation as to why you are *supposed* to lose a lot of boats) I think this game would have done even better than it did. Well worth your time to find a good copy on eBay!
In the stampede from Squad Leader to ASL this gem got overlooked. Don't know how; it's by John Butterfield (think: Ambush!) and basically the game is a 2-player version of Ambush with some unique and highly playable initiative rules. Now that Alex Henderson has assembled a positively gorgeous CyberBoard gamebox for this game, I hope it gets the playing it deserved.
Someone on the listing for Timbuktu asked if guessing the right space to land your caravans on was the only decision you have to make in this game. Well, yes, essentially, that *is* all you have to do. But you never have perfect intelligence as to what is where, and outguessing your opponents either works or backfires right in your face. The game is not the deepest strategy game I've ever played, but it is fun, takes a short amount of time, and is accessible to virtually everyone. And the new Queen Games edition is gorgeous.
One of the very few wargames that forces you to "see" the situation not from a god-like top-down view, but from more of a first-person perspective. The only game I've ever played that smacks of genius. Rules, however, are extremely tedious.
Suprisingly for a card-based wargame, this game has quite a chess-like feel to it. The physical presentation is top notch, the components sumptuous, and the situation one the classics of wargaming. Be sure to download the FAQ 1.5 here on the geek to augment the rulesbook. With two experienced players the game should go down to the last hand of the game.