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Fields Of Despair: France 1914-1918 box art
2017 Ranked #3,647

Fields Of Despair: France 1914-1918

This block wargame has Allies and Central Powers battle on the Western Front. Strategic hex play covers the First World War in France.

Wargames Wargame World War I Hexagon Grid Secret Unit Deployment

Players

1-2

Play time

Not listed

Age

13+

Complexity

3.13/5

Rating

7.82

Not enough signal Highly interactive Not enough signal

Overview

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ABG editorial scores on a 1–5 scale.

Interaction 3.7/5

Highly interactive

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How it plays

How does it play?

Fields of Despair: France 1914-1918 is a 2-player hex-based strategic level block war game set on the Western Front of the First World War.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Fields of Despair: France 1914-1918 is a 2-player hex-based strategic level block war game set on the Western Front of the First World War. Players take control of the Allies or Central Powers fighting the war on land, at sea, and in the air all the while making tough economic and technological decisions at home. Fields of Despair has a unique block system designed to maintain the fog of war throughout the entire game. In most games, block combat values range from one to four. In Fields of Despair the range is zero to twenty. The range in values makes Fields of Despair a very deceptive game. Players can build up a large force with a single block instead of giving away their strategy with a stack of blocks. Movement is simple and free flowing. Players are allowed to “make change” during the movement phase. Thus a block with a combat value of 16 could be broken in two blocks of 8 before moving, or conversely two blocks could be combined into one. Zero-value blocks known as “Deception” blocks could also be part of the exchange. Thus after every movement phase you never really know the strength of your enemy. The fog of war isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land. Components: 1 Mounted Board 22" x 34" 1 Rule Book 1 Playbook of Scenarios and Examples of Play 2 Player Boards (to track Econ and Tech) 140 Blocks and Stickers - 48 Black - 49 Light Blue - 30 Tan - 10 Olive - 3 Orange 240 Counters - 162 5/8” Counters (+14 blanks) - 18 1/2" Counters - 60 1” Counters (Air, Artillery, Tanks) 74 1/4” wood cubes (Economic Points) - 30 Blue (Allied Naval/Production) - 30 Black (CP Naval/Production) - 12 Red (Eastern Front) - 2 White (Naval, no effect) 2 Bags for drawing Naval War and Eastern Front chits/cubes Various Player Aids (Solo & 2-Player)

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1–2
Play time
180 min
Age
13+
Complexity
3.1/5
Credits and catalog connections

Credits

Designers

1
Kurt Keckley

Artists

4
Charles Kibler Terry Leeds Rodger B. MacGowan Joel Toppen

Publishers

1
GMT Games

Linked items

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