LIMITS OF GLORY SANTA MAURA & CAPRI FROM FORM SQUARE GAMES This recently released game is the third in the Limits of Glory series pro...

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review
LIMITS OF GLORY: SANTA MAURA & CAPRI
American Civil War Commander 1861 - 1865 Death of an Institution. The Bloodiest Conflict in the Western Hemisphere. by Student Commander De...

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review
American Civil War Commander 1861 - 1865 by Student Commander
American Civil War Commander 1861 - 1865
Death of an Institution. The Bloodiest Conflict in the Western Hemisphere.
by
Student Commander
Designed by
Andy De Campos
The American Civil War is one of the most written about and gamed piece of history there is, from tactical games about all of the battles to strategic ones and everything in between. There are even wargames about the various Ironclads used by both sides in the war. The few hours battle between the CSS Virginia and the US Monitor probably has enough books written about it to fill up a regular sized bookcase. Even outside of the US there are tons of people who read and wargame about the conflict. So, why would a designer pick this carcass, which has been stripped to the bones years ago, as a design product? Well, one reason is that Student Commander has based its whole line of wargames on Civil Wars. However, I do not think that is the only reason. The designer, Andy De Campos really had some novel ideas about how to wargame the Spanish Civil War so I think he might have a few things up his sleeve for this one. This is a list of the games that the designer is working on, in no particular order:
Roman Civil War 49 - 30 B.C.
American Civil War 1861 - 1865
Russian Civil War 1917 - 1922
Chinese Civil war 1927 - 1949
Spanish Civil War 1936 - 1939
Korean War 1950 - 1953
Vietnam War 1955 - 1975
I had the privilege of reviewing the Spanish Civil War game from them. Please see the link below.
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The Map in all of its Splendor! |
This is what comes with the game:
1-2 player game imitating the professional war gaming played by HQ staff officers.
Large premium photo paper board (45 x 35 in) with historical period map; highly detailed and educational.
Over 350 pieces with over 40 unique individual units.
Laser cut wooden counters.
24 commander chits with individual qualities and promotion potential.
Original American Civil War 54 card deck. Activate historical and fictional events.
Use deck separately for any card game.
The game actually comes in a pretty large tube. You kind of feel like a magician who keeps pulling scarves out of his sleeve when you empty the tube.
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Board Layout |
The map seems a lot larger than its stated size. As you can see in the pictures, it is extremely well done. While the map seems impervious to spills or foodstuff accidents, I cannot abide with either being anywhere near one of my wargames. The rulebook states that a normal 6' dining room table will fit it and all of the extras needed for play. I actually have it on one, so the rulebook speaks true. The only thing I would like to add is this is a game that is meant to represent a real military wargame. However, you do not need to use the timers if you choose not to. The timers are there to stop the player whose turn it is from just thinking about what to do next etc. The way the rules are stated " if your hands are not touching any component on the map or writing in your notepad the timer should be running".
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The War in Virginia |
This is what the designer has to say about the game:
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Financing the War |
This is a piece written by the designer that shows some of his thoughts behind the game:
Thank you very much Mr. De Campos for allowing me to do another review of one of your games. This is really just a quick look at the game, which is beautiful as only a wargame can be, and I will be doing another piece which will be a much deeper dive into the game.
On Student Commander's website there is a poll about which game people want next. Please, for my sake, click on Roman Civil War. I will offer Agrippa 50 million Sesterces to 'accidentally' drop Octavian into the Mare Adriaticum.
Robert Peterson
American Civil War Commander 1861 - 1865
My review of Spanish Civil War Commander:
Spanish Civil War Commander by Civil War Commander - A Wargamers Needful Things
Hoplite 2nd Printing by GMT Games The Greeks developed their own unique way of warfare somewhere in the depths of time. Other natio...

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review
Hoplite 2nd Printing by GMT Games
Hoplite 2nd Printing
by
GMT Games
This is what GMT Games has to say about it:
This is what comes with the game:
4 full-color countersheets
3 backprinted 22"x34" mapsheets
2 Player Aid Cards
Rules booklet
Scenario booklet
Simple GBoH Player Aid
Rout Point Tracking Aid
One 10-sided die
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The Phalanx Counters |
Due to the nature of Hoplite warfare, the maps have to be a bit plain and without too much contour. This is nothing against them it was just the nature of Greek Hoplite battles. The Hoplite Phalanx was even less maneuverable than the Macedonian one, or so we are led to believe. So, the maps have to show us the exact nature of the different battlefields. Indeed, six of the maps have no terrain or contours at all, but this is definitely historical. The maps that do have differences in terrain and some vegetation are nicely done. The counters are the older standard 1/2" in size, with Phalanx counters being 1"x 1/2" in size. Then there is one large counter that is 1"x 1". This represents the double-sized Theban Phalanx, with the Sacred Band included in it, that was used in the two Thebes versus Sparta battles. Because of the sheer number of battles included the hex and counter size we as wargamers were accustomed to are used. They are a bit busy with both a picture of the leader or troop type along with all of the different values needed to play. I did need to hold them close to look at them before I memorized the different troop types etc.
The Rules Manual is 32 pages long. It is your standard fare GMT rulebook. It is in full color and uses double-column printing. It is also chock full of examples of play. Only the normal rules for the game are included in this Rules Manual. You would need to have your own copy of the Simple Great Battles of History 2nd Edition rulebook to use the Simple GBoH versions of each scenario. The Scenario Book is 46 pages long. It is identical to the Rules Manual as far as looks and setup goes. Each of the 11 scenarios/battles starts with a Historical Background write-up. Then we get into the meat and potatoes of the setups and special rules for each one. They also include a 1/2 page or better map with all of the units depicted in their starting position. This really helps with the setup of each scenario. The last four pages are the Simple GBoH rules changes for the game. The Scenario Book is very well done. It is written and shown in a style to get the player up and spearing the enemy in no time.
There is a one-sided player aid that is 8 1/2" x 11" and is made of card stock. It has the Rout Points for both sides along with the turn track. There are six other player aids. These are 11" x 17"fold outs. So, each one has four separate player aid sheets. Each player aid has a twin so that both players can have their own. There are two that are used with the normal rules and one that has the Simple GBoH Charts and Tables.
All of the components together make a grand ensemble to lead even the tyro to the battlefields of Ancient Greece.
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More Counters |
This is a GMT Games synopsis of the Simple GBoH rules:
"Simple GBoH is designed for players who want a faster, less die-roll-heavy version of the GBoH system, while retaining as much of the historical flavor and insight of the original rules."
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The Rules Manual |
The scenarios in the game really make this game one of the best, if not the best, game of the GBoH Series to learn the ropes with. While two of them are quite large, most of the other ones are very small battles as far as counter density. The lack of any different terrain in those same battles makes it even easier. GMT Games has the complexity listed as six on the scale, and a solitaire suitability of eight on that scale. Both scales top out at ten. So, it is an in-depth game but not a game where you would have to read a doctorate thesis to learn how to play, even if you do not use the Simple GBoH rules. Yes, there are a lot of die rolls. There are also a lot of markers. However, the markers do make it a lot easier to keep track of where you are and what you are doing. One of the rules I really like is 6.22 which discusses the Advance to Combat Table to find the rate of movement of your Hoplite troops (This does not affect Spartan Hoplites because of their training and moving to music). You can start your planned move with your Hoplites to find that they have either walked, trotted, or run towards the enemy, throwing your perfectly aligned line of troops into confusion.
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Rout and Turn Track |
My favorite battles to play are the two that match Sparta against Thebes several decades after the Peloponnesian War was won by Sparta. These two battles would be Leuctra and Mantinea, although Coronea is another good pick. I like playing the Spartans and try to beat Epaminondas and the Theban Sacred Band. Why? I have actually no idea at all. I just do. Both are also on the smaller side so you can play them out quicker than the larger scenarios. Time in the 21st century is not on our side. I do prefer to use the Simple GBoH rules also. Not that the full rules are bad, it is again just a time thing.
The game will teach you that your light troops (Light Infantry, Peltasts, Skirmishers, Javelinists, Archers, and Slingers) are not to be disregarded. They can help by causing casualties, cohesion hits, and possibly wound or kill an opposing leader. The cavalry, both light and heavy, are pretty much seen as the red-headed stepchild during this period of warfare in Greece and its environs. In Asia both of them came into their own. In fact, the Persians were horse lords like the Medes before them. They too can be much more useful than you might expect. True, they do not have stirrups but even before they were invented the cavalry was a major arm in Near Eastern Armies. Leaders, and their survival, are essential to your armies. The Activation and Orders parts of the game are simpler than the other GBoH games. The designers wanted to make these as simple as possible in this game. The game is won by making your opponent's army withdraw. This is accomplished by accumulating rout points against your opponent. Each scenario has a Withdrawal Level listed for each side. Once that number is reached or surpassed that army loses. Different troop types and leaders have different rout points assigned to them.
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Simple GBoH Charts and Tables |
This is the 2nd Edition of Hoplite. However, other than fixing some errata this is pretty much identical to the 1st Edition. If you have any interest in the time period at all or you just want to play a great wargame and learn somethings in the process this is your game. So, put on your greaves, cuirass, helmet, and Hoplon and then pick up your spear and join me.
Thank you, GMT Games, for allowing me to review the 2nd edition of this really excellent game, from an excellent series. Take this from a man who was reading Plutarch when my first child was being born. The nurse suggested I put the book down and watch the birth.
Robert Peterson
Caporetto 1917 by Europa Simulazioni No one truly knows the actual casualty figures for the Italian Front in World War I. If you subscribe...

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review
Caporetto 1917 by Europa Simulazioni
Caporetto 1917
by
Europa Simulazioni
No one truly knows the actual casualty figures for the Italian Front in World War I. If you subscribe to the "Lions led by Donkeys" idea of the English Army on the Western Front let me introduce you to the Italian High Command in World War I. I am not sure what you could call what the Italian Army was forced to do on this front. Field Marshal Luigi Cadorna, commander of the Italian Army, seems to have had no strategic, operational, or tactical thinking in his body. He seemed to believe that his plans were the greatest thing since sliced bread. The only reason the Italian Army was not in Vienna was because of useless subordinates and cowardly troops under his command. His plans consisted of charging straight ahead time after time. What is that old adage about the definition of insanity? Including the Battle of Caporetto, there are 12 Battles of the Isonzo River. Almost all of them were Italians attacking the Austro-Hungarians. Several times, by the sheer weight of numbers, the Austro-Hungarians' line came close to collapsing. Unfortunately, Cadorna would not change his plan of battle to take advantage of these moments. So, we come to 1917, and the Austro-Hungarian Empire is on the ropes. Their massive casualty lists from the Italian and Russian Fronts have just about finished them. Now with the Russians out of the war you would think that they had a chance for revenge against the Italians. Unfortunately for them, this is not true. The Hapsburg Emperor asks the Germans for another favor. He wants to have a joint German and Austro-Hungarian attack on the Italian Front to push back the Italians and give his Army some breathing room. So, the stage is set for the Battle of Caporetto. We do have to introduce a young German officer by the name of Rommel. He has been promised the 'Pour le Merite', the highest Prussian Medal, if he captures Monte Majur. He actually does so but gets semi-cheated out of the medal by another officer. The mistake is rectified eventually, and Rommel will be seen in his World War II pictures with the Blue Max firmly in place. Onto the game!
This is what Europa Simulazioni has to say about the game:
"After Strafexpedition 1916, and Gorizia 1916, the third chapter is added to the Great War series: Caporetto 1917. Caporetto 1917 proposes the rules of the system in their updated version, to recreate, at battalion and company level, the most famous, tragic and controversial event of the Great War on the Italian Front.
Caporetto is a picturesque mountain village, located in the upper Soča valley. It has always been a border town; his German name is Karfreit, and its Slovenian name is Kobarid, but for the story he has the Italian name. Probably the most famous battle in Italian history, it is synonymous with "catastrophe", and in use in the Italian language with the same meaning. Also known as the Twelfth Battle of the Isonzo, the Battle of Caporetto was the aftermath of the Eleventh Battle of the Isonzo, which saw the Italian army advance across the Isonzo River, creating a dangerous salient for both Ljubljana and Trieste. To drive the Italians back and make them unable to carry out new offensives quickly, an offensive was needed, but the weakened Austro-Hungarian Empire lacked sufficient resources. German help was therefore needed. Aid materialized in the 14th Army, composed of some of the best German divisions, experienced in mountain warfare, and returning from successes in Riga and Romania. But above all that they employed unknown tactics and materials on the Italian front. Operation "Waffentreue " (Fedeltà d'Armi) was born, with the aim of pushing back the Italians to the Tagliamento. The results went beyond expectations. Recall the story of the first fateful days of that battle.
The game system has been updated and refined in version 2.0. It is based on the concept of action and reaction by the formations, typically brigades or regiments, which make up the opposing armies. It is a system that requires planning in the activation of formations, provides for a lot of interaction between them, and, at first glance, it may seem demanding. The use of artillery is greatly important, as it is the morale of the fighting troops, which can deteriorate as a result of fatigue or fighting.
The third volume of the series proposes, in turns of 12 hours each, the first four decisive days of the battle of Caporetto, in four scenarios:
1. The historical battle: The complete battle in the first four days, with the historical disposition of the Italian Army, in which the two players are both attacking and defending, respectively manoeuvering one wing of each side: attacking with an Austro-German wing, defending with the Italian one opposite the opponent. Each player, or team of players, will have to reach their goals faster than the opponent.
2. The battle that might have been: The battle as it might have been if the Italians had been better prepared. The clash is between the Italian player, who can arrange his troops more carefully and respond more quickly to the enemy manoeuvres, and the Austro-German player, however stronger, who must break through against a prepared enemy.
3. The Battle of Cividale: The final phase of the breakthrough on the Italian right flank. A short scenario, to learn the system, or commit a little time.
4. The Fall of Monte Maggiore: The final phase of the breakthrough on the Italian left flank. This is also a short and undemanding scenario."
I was lucky enough to do a review of Gorizia 1916 for Europa Simulazioni; links will be below. However, it took a long time to find a copy of Strafexpedition 1916, and it was worth its weight in hens' teeth.
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Close-up of the map |
This is what comes with the game:
Two 22"x34" maps covering the battlefield area, from Monte Canin and Rombon in the West, to the bridgehead of Tolmino in the East, from Bovec and Monte Nero in the North to Cividale and the Friuli plain in the South
A reduced map of the Tolmin beachhead, for managing artillery in that congested sector
1400 counters
System rules and specific rules for the game, including Rommel Grouping ( Rommel Abteilung ), Stosstruppen, gas and mine attacks, the Fog of Caporetto, and more
Very detailed order of battle, the result of years of research and information gathering
Terrain Effects Chart, Assault and Bombardment Tables sheet; sheets to contain: German battalions, which can be divided into companies
Assignment sheet for Italian formations
Sheet for eliminated units, Turn Record Track and Logistics Points.
Boxed
I was given a large coffee table book as a child about the great battles of history. For some unknown reason the Battle of Caporetto really stuck with me, and I have endeavored to get every book and game in English about this battle. While it is true that this game only shows us the first four days and a limited amount of the battle area on the map, it is by far the best representation I have found of the battle as of yet.
Both maps are beauties. They have large hexes, instead of ones the same size as the counters. The Printing on the maps is also nice and large. The terrain and elevation is incredibly varied in the area, so Europa Simulazioni has done a great job in not making it busy looking. The hexes do have different terrain in most of them. The rulebook uses the expedient of whatever terrain the dot in the center of the hex is that hexes terrain. So, there should be no arguments between players. The one-page Tolmin beachhead is an elegant way to deal with the artillery in that area.
The Rulebook is 28 pages long. It is in black and white and has two columns of type on each page. It does not have any examples of play, but it does have a few photos from the time. The actual length of the rules is about 21 pages. The reset of the rulebook is taken up by the different scenario information and historical notes along with design notes. The game comes with seven player aids. These are in full color and done in card stock. They are in both English and Italian. So, the player aids are either double-sided or separate sheets. The type on these is large and very easy to read. There is also a set of thick paper tear-off sheets for all for the different scenario setups and reinforcements, etc.
The counters are small at 1/2". As you can see below, the information on them is a bit busy. The leader counters have a small picture of the commander on them. This gives them a nice historical touch. I am on the fence about the counters. From a purely artwork point of view, they are excellent. It is just their size and the amount of information on them that gives me pause. However, I totally understand that to have around 1000 counters to show all of the troops involved, something had to give. As it is, the map does not show all of the area of the battle, just the main parts. To have larger counters would have caused the game to become a true monster wargame. Do I need to sometimes pick them up to read them, yes. Is this something I have been doing since the late 1960's, yes. So, my thoughts definitely fall onto the side of the counters are great, but I wish they were larger.
Other than my hemming and hawing over the counter size the components of the game are excellent. The maps are worth the admission price by themselves. It is now so easy to understand all of the books about the battle and why the battle progressed in the way it did. This is something that you, unfortunately, only get with a wargame about a campaign or battle and I am eternally grateful to designers for them. If I cannot understand what a writer is trying to tell me about the terrain, or why things happened in wars, wargames always come to the rescue.
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Counter samples including you know who. |
So, components be damned, how does this beautiful Italian car drive? The rules and the maps etc. give the player a real World War I battlefield to move your counters around on. This is not just a cut and paste set of rules that would be just at home with tanks or elephants. The troops that you can control are:
Infantry
Mountain Infantry
Bersaglieri
Bicycle
Cavalry
Machine Guns
Engineer
Flamethrowers
Infiltration Capable Infantry - The Italian Arditi and the Central Powers Stormtroops.
The artillery units you can control, after all artillery was the king in World War I:
Light Artillery
Medium Artillery
Heavy Artillery
Bombard/Minenwerfer
The rules include Command Range, Stacking, Supply, Reaction, and yes, those horrific gas attacks. Playing as the Austro-Hungarian/German you need to act like water or oil. Do not attack needlessly and get bottled up against stiff Italian resistance. Flow like water trying to find the holes in a sieve. Press on for as fast and hard as you can. Once you have pierced the armor of the Italian crocodile, continue to surge forward into the Italian vitals. As the Italian player, play like you have played the Russians during Operation Barbarossa. Sacrifice your troops to gain time and space. You will be left reeling after the initial attack. However, try and make the A/H/G player dance to your tune. Try and channel them to where your reinforcements can stop them and then counterattack. Depending on the grognardness of the opposing player, this game can be a real nail biter. The first scenario has the interesting, but not unheard of, idea of one player controlling some troops from both sides during the battle. Therefore, you get to play as the attacker and defender at the same time but on different parts of the battlefield. Scenarios three and four are both two turn short ones. These both have a particularly important part of the battle but can also be used to learn the system before charging into the two larger scenarios. Scenario two is by far my favorite. This allows the Italian player to have either replaced Cadorna or given him something to turn his left lobe on. As the Italian player you can try and setup a defense against the A/H/G player. You are not left hanging out to dry when you realize that a hurricane is going to be let loose on you. This scenario represents most of the battles of World War I. Both sides know exactly where the other side is going to attack and take certain measures. I am not saying the A/H/G player cannot win but it is almost an entirely different game.
Thank you, Europa Simulazioni, for allowing me to review this excellent portrayal of one of World War I's greatest battles. I have been looking for this game for a long time.
Robert Peterson
Here are some of my Europa Simulations reviews:
Custoza Fields of Doom by Europa Simulazioni - A Wargamers Needful Things
Piacenza 1746 by Europa Simulazioni - A Wargamers Needful Things
I, Napoleon by GMT Games Designed by Ted Raicer This review is one that feels a bit strange to me. The reason being is that I have placed...

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review
I, Napoleon by GMT Games
I, Napoleon
by
GMT Games
Designed by
Ted Raicer
This review is one that feels a bit strange to me. The reason being is that I have placed myself in the Emperor's shoes on many different battlefields. I have never had the chance to place myself in his bed or anything more than just in charge of his troops. I also have a small hurdle to overcome. That hurdle is the fact that this is really an RPG about Napoleon. The problem arises in the fact that when I play RPGs my characters are always long on muscle and agility and very light on gray matter. I always put as much points as I can in the beginning and throughout the games into strength. I cannot remember the last time that I tried to add any brain power to my characters whatsoever. My characters can barely hold a conversation in the games let alone read a book. To play an RPG with someone who consistently is listed as one of the highest IQs ever is quite a leap for me. Make no mistake about it, even though you are playing with crowns, political matters, and high diplomacy this is an RPG of Napoleon. The only unfortunate thing about the game is that you cannot reroll a die to become part of another family. In this case you are stuck with these people no matter how inept or voracious for money and power they are. I think Madame Mère rapped the wrong offspring on the knuckles. She should have taken a paddle to the whole lot of them. Lucien is the only sibling that gets a pass. His success as a politician, and his help to his brother, is always overlooked when it comes to Napoleon taking power. So, there we have it. You are Napoleon in this game. You not only want to be a success yourself, but you also want to leave a dynasty behind you firmly on the French Imperial throne. Oh, and I forgot, it would be really helpful to stick a shiv into Talleyrand and Fouche as quickly as possible, as soon as their usefulness is over.
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The back of the box |
This is what GMT Games has to say:
"I, Napoleon is a solitaire historical role-playing card game in which you step into the boots of Captain Buonoparte (as he still was) in the year 1793. Louis XVI has just gone to the guillotine, the brothers Robespierre control the destiny of France, and all Europe has joined French Royalists to take down France, end the Revolution, and restore peace and safety for the hereditary principles that have underlain society for 1,000 years.
As an ambitious but unknown young artillery officer, who speaks French with a Corsican accent, you would seem to be an unlikely agent of destiny. Can you harness a brilliant mind, titanic energies, and a sometimes-terrifying charisma to leave your mark on history? Or will you die a minor footnote in the story of France?
Gameplay
In I, Napoleon, your fate lies in 220 beautifully illustrated cards, divided into three decks: Commander, First Consul, and Emperor. Overlaying a map of early 19th Century Europe are a series of Card Boxes, where you play out the events of your life and career, along with various tracks and tables to record the yearly passage of time and the events affecting yourself and France. The choices you make with the cards you are dealt will determine success or failure. You will have to manage politics, military campaigns, diplomacy, and the domestic well-being of the French while pursuing the Glory that lures you on. You will also have to manage your family, your wives, your mistresses, and your children, legitimate and otherwise.
Your path may lead you from the Americas to the Near East, from Spain to Russia, from a throne to exile. You will be the target of assassins, coups, and coalitions. You will deal with bad harvests and plague, face Wellington and Nelson, Kutuzov and Blucher. You will rely on—and perhaps be betrayed by—the slippery Talleyrand and unleash the secret policemen Fouche on your opponents. As you progress, your options will increase, along with the stakes.
Lead your men into battle and risk an early end to your life? Sail to Egypt or Ireland? Sell Louisiana or send an army to hold it? Marry a Habsburg or a Romanov? Create the Duchy of Warsaw or revive the Kingdom of Poland? Invade Russia or try to pacify the Tsar? Every choice will affect your legacy.
But there is not one version of a life here, but many. Every game will provide a different narrative, based on both luck of the draw and the decisions you make. In addition, you can start the game as a Commander, as First Consul, or as Emperor, each with its own starting situation and challenges. The story is yours to discover, and the decisions you make may just change the course of history."
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The game map |
This is what comes with the game:
222 Poker-sized Playing Cards
One Half Countersheet
One 22” x 34” Mounted Map Board
One 10-sided Die
One Rulebook
One Playbook
Two Player Aid Cards
The Mounted Map is really more of a placeholder for all of the different cards and the decks they make up. It does have a period style map of parts of Europe in its background. The card placement areas are indicative of Napoleon's choice in color. The biggest fault I have found in Napoleon is his love for the color green. So, the card placeholders are about 70% green with the rest being red. There are numerous other placeholder parts of the map. These include the turn record track, and the General Records Track etc. The counters are nice and large at 3/4" and very easy to see and read what they are used for. There is one 8 1/2" X 11" card stock sheet that deals with the campaigns that can be played in the game. One side has the 'Potential Campaign Selection Table' and the other side is the 'Campaign Battle Mat'. Both sides have all of the instructions you need to use the cards different uses.
Next, we have the 24-page Rules of Play. This is your standard GMT rulebook with double column printing and in full color. There are examples of play etc. and all of what you need to know to play the game. Then we have a 32-page Playbook with the same full color and double column printing. It starts with a quick start guide and then moves into an example of play. This is followed by the complete 222 card manifest. Then we have a six-page history of Napoleon followed by design notes. It even comes with a suggested reading list from the designer along with his own take on the man.
The game is a completely card driven game. So, I would be remiss if I didn't mention them. Of course, with the number of cards that come in the box it is slightly like the elephant in the room. Most of the backs of the cards are that green color again that he loved so much. There are also some cards to keep the different years separate etc. and they are, (gratefully) beige in color. The side of the cards that are used for playing each have either a portrait of the person in question, (Marshals, enemies, and events) or a picture of the important event etc. The cards are sturdy enough for a good amount of play. However, if you do plan to play a lot of the game, and you should, I suggest sleeving them.
As usual the components of a GMT game pass with flying colors.
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Some of the counters |
The game comes with a few scenarios. These are:
Full Campaign Scenario 1793 - 1821
Commander Scenario - 1793 to Napoleon becoming First Consul or 1802
First Consul Scenario - 1800 to 1804 or Napoleon becomes Emperor
Emperor Scenario - 1805 until 1817-1821
Napoleon can be killed on the battlefield, executed, or overthrown.
He can also face the treason of the Marshals, as in 1814.
The following are also reasons for the game to end:
If Napoleon is overthrown as First Consul or Emperor,
because Glory reaches 0 during those eras or because of a
Defeat in Austria (Italy) (67), end the game immediately.
Resolving certain cards, such as Louis XVIII Writes (97),
Natural Frontiers (156), or Peace of Europe (209) end the
game immediately.
The game will always end, one way or another, during the
Abdication Segment (13.1).
The game always ends at the conclusion of the final Year
(1817-21).
As soon as a game ending event occurs, proceed to the Game
End and Outcomes (13.0).
The sequence of play is not long at all, especially if Napoleon is still a commander and not First Consul or Emperor. The higher you go, the more cards there are to play. This is the sequence of play:
Year Setup Phase [6.0]
(Skipped in the first Year of any Scenario)
Year & Card Draw Marker Segment
Resource Income Segment
Card Deck Phase [7.0]
(Skipped in the first Year of any Scenario)
Remove Cards Segment
Add Cards Segment
Shuffle Draw Deck Segment
Card Action Phase [8.0]
New Card Draw Segment
Existing Card Play Segment
Phase Advancement Segment
Campaign Resolution Phase [9.0]
(If the CAMPAIGN Box is empty, Discard all cards in the
CAMPAIGN MODIFIERS Box, and skip the rest of 9.0)
Assign Commanders Segment
Spanish Ulcer Expeditions Segment (EMD Only)
Resolving the Campaign Segment
Commander Casualties Segment
Other Campaign Events Segment
Additional Resolution Segment
Clean-up Segment
Diplomatic Phase [10.0]
(First Consul and Emperor Decks only)
Foreign Diplomacy Segment
Treaties and Conquest Segment
Potential Campaigns Segment
Domestic Politics Phase [11.0]
(First Consul and Emperor Decks only)
Clean-Up Phase [12.0]
Reset Cards and Markers Segment
Game End Check
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Some card samples |
It is a relatively simple game; the complexity is listed as a '3'. However, the player is still given a myriad of choices to make in his trek toward power and dominance. The chance that the very next card, or the first one, could be the end of the game makes it a nail-biting experience. Just like the historical Napoleon, anything can happen at any time to your character. You can choose to play out his life as closely as possible to history to see if you could do better, or you can take his path to glory any way you want. The fun, mystery, and sometimes misery is all in the cards. I have lost games within the first couple of minutes, and I have lived as long as possible as the Little Corporal. One of the things that a lot of gamers, not necessarily wargamers, want in a game is replayability. In this game the sky's the limit as far a replay value. Each game and each turn are a new chapter that you can write in an ever-changing biography of the Napoleon that you happen to be playing. Of course, it helps if you have an affinity for the color green and Golden Bees.
This game comes with nicely done components and is easy to learn, and you will be playing in no time. The 2nd edition of the game is already on the P500 list, and it has a larger more complex version of the game coming 'I, Napoleon: The Limits of Glory'. The new game has a lot more characters and takes longer to play among many other things. This is a very good thing because the original game was great, and more of it can only make it better.
Thank you, GMT Games, for allowing me to do a review of I, Napoleon. I must also say good luck to all the other budding emperors out there. May your cards always be lucky and you avoid pulling the dreaded card 33 and end up bleeding out at the Place de la Révolution. Although you do get a good view of Nostradamus's famous 'tile works'.
Robert Peterson
I, Napoleon: The Limits of Glory
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