Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Lone Sherman puts you in charge of a single Sherman Tank and its crew somewhere in France in World War II, and tasks you with navigating your Sherman through eleven varied and challenging Missions.
Core mechanisms
Key systems that shape the decisions players make.
Action Drafting
Choose actions from a shared supply before opponents can claim them.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Action/Event
Cards can provide player actions, trigger events, or force a choice between them.
Events
Triggered events alter the shared state, rules, or available choices.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
Lone Sherman puts you in charge of a single Sherman Tank and its crew somewhere in France in World War II, and tasks you with navigating your Sherman through eleven varied and challenging Missions. Whilst this game is not a ‘narrative driven’ game as such, with a little imagination it will provide memorable stories. The Missions allow the Player to invent any kind of back-story they like in order to enhance the feel of the game. Some events are randomly generated, but the Player always has at least some degree of control over the level of risk they wish to take and how vulnerable they leave their Tank to these Events. The aim of this book game is to present a clear, accessible, and quick to learn game, so that players can get into the action quickly. It does not try to replace more complex wargames which often take many hours to learn and to play. Each of the 11 Missions can be played in around an hour, although sometimes a Mission will last a much shorter time if your Tank is destroyed! Each Mission provides plenty of replayability due to the random set up of the initial forces and the many Events and decisions in the game. This book is a solitaire hex and counter style wargame. You play the game, and the enemy is controlled by the game book (or the Artificial Intelligence or ‘AI’). You will need to bring at least 5, but preferably 7, standard six-sided dice. Full colour 'Mission Maps' are included, as are suggested counters which can be removed and mounted on card. —description from the designer