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The Kaiser's War: World War I, 1918-19 box art
2010 Ranked #11,800

The Kaiser's War: World War I, 1918-19

Strategic war game has rival coalitions manage armies, resources, and objectives during the final European campaigns. Victory points fuel actions and reinforcements but are lost in combat, forcing a constant tradeoff.

Wargames Wargame World War I Hexagon Grid Dice Rolling

Players

1-2

Play time

Not listed

Age

12+

Complexity

2.67/5

Rating

7.27

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

The Kaiser’s War (KW), is an intermediate-complexity, strategic-level simulation of the last year of World War I in Europe, including an optional what-if extension into 1919.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The Kaiser’s War (KW), is an intermediate-complexity, strategic-level simulation of the last year of World War I in Europe, including an optional what-if extension into 1919. As 1918’s campaign season opened, the Central Powers had defeated the Russian Empire and dominated much of Europe, yet less than a year later the Western Allies were triumphant. The concept of “victory points” (VP) is central to play of game. Players begin each scenario with a designated number of VP. They may expend them to gain reinforcements and carry out certain actions. They gain new VP as a result of achieving objectives; they lose VP when they lose units in combat. To win the game you must have more VP than your opponent; so play is a balancing act between expending VP and attaining objectives. This is a two-player game: one player controls the Central Powers; the other player controls the Allies. Each hex on the map represents 62 miles (100 km) from side to opposite side. The map shows all of Europe from London to Moscow and south to Italy and Greece. Each game turn represents two months. Units of maneuver are mostly armies, along with certain elite and specialized corps. There are 17,500 words in the rules. Two experienced players can finish the shorter (historical) scenario in about four hours. Designed by Joseph Miranda. The rules cover such things as: mobilization, replacements, unit conversions, trenches, fortified zones, fog of war, railroads, headquarters, air bases, naval bombardment, seasons, neutrals, Bolshevik and nationalist forces, critical cities, psychological warfare, morale, stand-fast orders, shock troops, proto-mechanized warfare, the Poles, the Allied Blockade, alpine units, the USMC, guerrillas, the Arab Legion, and much more. S&T issue 261 Reprinted in Command Magazine Japan #140 in April 2018.

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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
240 min
Age
12+
Complexity
2.7/5
Credits and catalog connections

Credits

Designers

3
Ty Bomba Joseph Miranda Joe Youst

Artists

2
Larry Hoffman Joe Youst

Publishers

2
Decision Games (I) Kokusai-Tsushin Co., Ltd. (?????)

Linked items

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