FORGED BY FIRE: A Napoleonic Grand Strategy Game
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Forged by Fire is a 2–4 player grand-strategy wargame spanning the French Revolutionary and Napoleonic Wars across 12 rounds. One side commands France and its alliance, while the other leads Britain and the Coalition powers. But these alliances are never set in stone.
Both sides compete for historically inspired victory points, which generate diplomatic power. This power can be used to negotiate armistices, forge alliances, or declare war on other major powers of the era, constantly reshaping the political landscape.
BUILT TO WORK WITH TWO PLAYERS
One of my key goals with Forged by Fire was to capture the massive military scale and unpredictable political landscape of the Napoleonic era without requiring five or six players to make diplomacy work.
Traditional diplomatic wargames often rely on each major power having its own player, creating memorable experiences but requiring a large, committed group.
Forged by Fire takes a different approach. France and Britain anchor their respective alliances, while other nations can shift allegiances throughout the game. This creates a strategic chess match—or sometimes a poker game—where military positioning, political influence, and bluffing all come into play. Unlike traditional alliance-based wargames, the opposing sides aren't fixed, and victory isn't simply a race to capture Paris or London.
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1793: EUROPE ON THE EDGE
The game begins in 1793, just before the French victory at the Siege of Toulon. Revolutionary France is surrounded by enemies, plagued by internal rebellions, and facing a Coalition determined to crush it. Napoleon has yet to become Emperor, and much of what defines the Napoleonic Wars is still to come.
From there, players shape their own version of history.
France might dominate continental Europe—or be defeated before it gets the chance. Austria, Prussia, Russia, Spain, and other major powers may remain loyal to the Coalition, leave the war, or even join France. Rather than following a scripted history, the game recreates the military and political pressures of the era and leaves the outcome to the players.
Achieving historical objectives and major military victories, such as capturing enemy capitals or winning significant battles, generates Diplomacy Tokens. These can be saved or spent during the Diplomacy Phase at the beginning of each round to reshape alliances and influence the course of the war.
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After 12 rounds, the alliance with the most Victory Points wins. The game features over 30 historically inspired objectives, each rooted in the real strategic ambitions of the era. Achieving an objective for the first time also awards a Diplomacy Token, which can be spent at the beginning of future rounds to influence the allegiances of major powers.
This means no two games are likely to unfold the same way.
Launch the Egyptian Campaign. Fight the Peninsular War. Use French diplomatic influence to bring Austria into your alliance and conquer Prussia. Build a powerful French navy to dominate the Mediterranean. Or align with Russia and challenge Britain in India.
My goal was to let history set the stage while giving players the freedom to write their own story. Rather than following a scripted timeline, Forged by Fire offers a wide range of historically grounded strategic ambitions, with diplomacy and military decisions determining how the era unfolds.
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A MUCH BIGGER WAR
Although Europe is naturally the center of the game, the map extends far beyond it. North America, the Caribbean, North Africa, the Middle East, the Caucasus and India are all part of the strategic picture, along with the sea routes connecting them.
Control major ports to receive additional income and shipbuilding capability. Establish naval blockades and protect important trade routes.
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DIPLOMACY IS YOUR SHARPEST WEAPON
There is also a bluffing element to the system. Both sides can accumulate Diplomacy Tokens and may choose at times to save them for something bigger. An opponent sitting on a large reserve of political influence becomes a threat in itself. Where are they planning to use it? Which nation are they targeting? Are those armies massing near a neutral country because an alliance is coming—or because they want you to think one is?
That uncertainty is intentional. You win battles to gain political leverage. Political leverage changes the alliances. Those new alliances create opportunities to pursue entirely different objectives.
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ARMIES ARE MORE THAN STACKS OF COUNTERS
I also wanted land combat to involve more decision-making than simply assembling the largest possible stack and rolling dice. Battles are divided between the Center and the Flank, and the composition of an army matters.
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Infantry, artillery and cavalry each have different battlefield roles. Concentrating powerful cavalry forces on a flank may allow you to break through against the enemy center—but doing so can leave your own center weaker.
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Artillery and infantry provide tremendous power in the center, while cavalry can create opportunities elsewhere on the battlefield.
Players therefore have to decide not only how large an army should be, but what that army should actually look like.
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Generals are particularly important because they are the primary drivers of large-scale military operations and logistically supersede the movement values of the units they command.
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Generals command the largest concentrations of troops, provide greater operational mobility, and can acquire Advanced Tactics that specialize them for different styles of warfare. Rifling, Corps System, Grand Battery, and Fieldworks are just a few of the options players can equip their Generals with.
Napoleon is naturally the most formidable General, starting with four free Advanced Tactics. But even the strongest commander needs the right army behind him—and the right positioning to make it count.

THE WAR AT SEA
Naval warfare operates on a smaller scale than the armies marching across Europe, but control of the seas can have enormous strategic consequences. Fleets protect overseas territories and trade routes, contest strategically important waters, transport armies and threaten enemy possessions far beyond Europe.
Britain in particular has reasons to think globally. A player focused exclusively on continental warfare may suddenly discover that their opponent has been accumulating Victory Points through overseas possessions, trade routes, ports or naval objectives. Britain’s navy is one of the key linchpins to Coalition success or failure in Forged by Fire.
This creates one of the dynamics I wanted most from the game: there should almost always be more desirable objectives than either alliance can realistically accomplish. Players have to decide where the war matters most.


NATIONAL SPECIAL ABILITIES
Adding historical flavor to this strategic sandbox was equally important. Britain's economic strength and global influence are represented through Special Abilities such as British Subsidies, Far East Trade, and even an Admiral Nelson unit. Most nations possess unique abilities, with France featuring the most, including Levée en Masse, and Napoleon, while the Spanish Revolts, Russian Winter, and many others are featured for other major powers.
Ultimately, Forged by Fire was designed to offer far more than one or two paths to victory. Dominate continental Europe, expand overseas, control the seas, dismantle enemy alliances through diplomacy, capture capitals, protect trade routes, or combine multiple strategies to achieve victory.
After two years of development and numerous playtests with overwhelmingly positive feedback, my goal is to take Forged by Fire beyond the prototype stage and bring it to gaming tables everywhere.
Help make Forged by Fire a reality—and get it onto your game shelf! Follow the Kickstarter pre-launch page using the link below to support the campaign.
Kickstart pre-launch: https://www.kickstarter.com/projects/fxf/forged-by-fire-a-napoleonic-grand-strategy-game
Forged by Fire promo video:













































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