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?
Teutons!: Assaults on the West, 1870-1940, is a 'Three-in-One' invasion of France game. France and Germany have been rivals for centuries, dating back to the splintering of the Frankish Kingdom in the ninth century.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Push Your Luck
Choose whether to secure current gains or risk them for a larger reward.
Movement Points
Spend a movement allowance across spaces with different costs.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
Teutons!: Assaults on the West, 1870-1940, is a 'Three-in-One' invasion of France game. France and Germany have been rivals for centuries, dating back to the splintering of the Frankish Kingdom in the ninth century. In 1870, Otto von Bismarck expertly played on a millennia of tension to orchestrate the Franco-Prussian War that led to a unified German state, and the dissolution of the Second Empire of Napoleon III. This resurgent (and increasingly belligerent) Germany sent diplomatic shock-waves throughout Europe, setting the stage for the Great War, which saw pickle-helmed German troops invade the West in 1914. Resentment over the eventual Allied victory paved the way for the rise of Nazi Germany, which pointed its panzers toward Paris in 1940, delivering a crushing and humiliating defeat to France and its allies. Each of these conflicts saw France invaded by Germany, and resulted in a desperate, bloody struggle. In what other ways were these conflicts similar? How were they different? Why did they turn out the way that they did? Teutons! seeks to answer these questions by simulating these three conflicts utilizing a common basic ruleset and map, with modifications specific to that era and conflict. Each Unit represents an Army or Corps, and each hex represents 35 kilometers. This keeps the counter density fairly low, and the playtime reasonable. The game uses a Move-Combat sequence and odds-based CRT, and allows for some flexibility when resolving Combat. In the 1914 and 1940 games, the German Player has a special Breakthrough (exploitation) phase. These familiar mechanisms are further enhanced by clever bits of chrome, from the amorous misadventures of Mata Hari to the Miracle at Dunirk. It's an ideal introductory wargame - or rather, three ideal introductory wargames in a single box. Game Scale: Game Turn: 1 day Hex: approx 21 miles / 33 kilometers Units: Corps to Army Game Inventory: One 22 x 17" full color map One dual-side printed countersheet (176 5/8" counters) One 12-page Teutons rulebook One dual-side printed Players Aid Card One 6-sided die Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 2-3 hours