Tuesday, 4 August 2026

Stripped Down for Parts: Commands & Colors: Napoleonics – The Grand Battles Expansion

   

 

 

Note: I started writing this post about a week before the GMT Monthly Newsetter for July came out and was struggling to get it done in time to get a link in the Content Creators’ section. Given the C&C news that was announced at the head of the newsletter, I’m very glad I missed the deadline, but as a result, I’ve had to rewrite more than a little of what I already had down. Some of it still bore true, and I just wanted to say out front that I think the new direction of the various C&C product lines will be good for GMT and for the fans, both new and old.

Commands & Colors: Napoleonics, Grand Battles Expansion. Four inches deep,
and chock full of Napoleonic gaming goodness.


I first placed my order for Commands & Colors: Napoleonics – The Grand Battles Expansion (GMT Games, 2026) in June 2019 (I went back to my P500 order page and checked). It was probably a day or so after the game was placed on the P500 list, and I think my order was up around the hundred and thirty-something mark. After seven years, Commands & Colors: Napoleonics (GMT Games, 2010) fans’ collective patience and perseverance has been rewarded with the delivery of the final product. Designer Richard Borg apologised for the delay before the introduction in the Grand Battles Rulebook, citing the COVID lockdowns and the resultant crash in international shipping as the reason, but pointed out there was an upside to the delay; it allowed for a longer development time, which in turn allowed GNT and Mr Borg’s brigade of play-testers and developers to release an even better product.

There are a couple of reasons I wanted to get this set. Firstly, I have a completist bent; if I like a game in a series, the games in that series become like catnip. Or maybe Pokemon. I’m trying to work on that – I simply don’t have the room for every game in every series I like. But I’ll always make an exception for Commands & Colors, whatever flavour. Which brings me to the next reason.

I really enjoy Commands & Colors. I’ve played it a lot, mostly Napoleonics, and mostly with my brother-in-law (the reasons for which I’ve talked about previously, here and here). It’s a dynamic, fast-playing game (usually), that sits right in the wheelhouse of A Fast Game. After an estimated seven hundred or so games C&C Napoleonics (roughly forty-five games a year, over the last sixteen years), I feel somewhat qualified to address this new addition to the family.

Normally, I wouldn’t write up an unboxing of a supplement or expansion; these just add to the existing game rather than make it into a different beast. I wanted to take a closer look at The Grand Battles, though, simply because there is SOOOO MUCH in the box, and while the game remains essentially the same, this expansion opens it up not only in scale, but also scope.

But first, a note about the parameters of this expansion. The Grand Battles is designed to be the apotheosis of the series, the capstone to all the components that has come before it. But to get the full use from this expansion, you will really need to own (or have access to) not only the core box, but the four National Army expansions, the General, Marshals and Tacticians expansion (GMT Games, 2015), and the EPIC Napoleonics expansion (GMT Games, 2016); each expansion brought along extra units to fill out one or more of the existing armies, especially the French. The good news is GMT have declared their commitment to maintaining their support for all the C&C lines, and the hereto out-of-print expansions will each receive their spots on the reprint schedule over the coming months.*

Because this is a really big expansion, and because everyone reading this will likely have at least a passing familiarity with the game already, I’m not going to talk about the Grand Battles expansion like I would a new game. This will be something of a descriptive itinerary; I’ll go through the manifest printed on the back of the box, more or less in order – doubling  up on a couple of things where it makes sense to do so – and discuss each parts place and merits.

 

1 Rule Booklet

Grand Battles booklet.

The rules booklet mostly covers new territory, which makes sense; if you’re new to C&C: Napoleonics, you’ll be starting with the core box, which has a separate Rulebook and Scenario Book. The National Army expansions and the Generals, Marshals and Tacticians set each combined these into a single booklet, with about eight or ten pages of additional rules, and the scenarios in the same format at the core game. This changed with the EPIC Napoleonics set, with the larger scenarios being printed individual, elongated cards, two scenarios to a card. The Grand Battles set maintains this format for the scenarios, but we’ll get to these in a bit.

Each additional rulebook introduces a mixture of new units, new situation-specific rules, sometimes some new terrain, as well as explaining any new counters. The Grand Battles rulebook follows this pattern. It runs to twenty pages (including the full-page front and back covers) and is printed on the same weight and quality of matt paper as all of the other as all the other rulebooks in the series, presented in full colour and profusely illustrated.

Grand Battles booklet (sample page).

A page is given over to the Introduction both (briefly) to the series and (more extensively) to the present expansion. It also presents an apology from designer Richard Borg for the delay in the latest expansion getting out the door and to an adoring and patient public (and a brief explanation of what improvements t the end product the delay allowed). Four pages are devoted to the contents of the new expansion, briefly covering the differences between the original, EPIC and Grand Battle boards (a pair of the last of which features in his set, but more on them later), additional units, including some new ones, additional Terrain Tiles, Victory Banners and other markers. The next page of the rulebook covers the three newly introduced units – Austrian Militia Cavalry, Russian Heavy Cuirassier Cavalry, and British Highland Infantry – and their respective strengths and capabilities in the game.

Six pages are devoted to the rules for EPIC battles, including guidelines for playing with two, four, six, or eight players. Five pages cover the guidelines and new rules for Grand Battle scenarios, and the final page (inside back cover) presents a chronological list of the twenty EPIC and Grand Battle scenarios presented in the set.

 

1 The Grand Battles Mounted Map Board

Grand Battle Maps (the two halves, when unfolded, butt-up together along the centre edge
to create a double-sized play-space).

Strictly, this is two mounted boards that meet in the middle. The standard Commands & Colors board is thirteen hexes across and nine hexes deep. The standard Commands & Colors board is thirteen hexes across and seven hexes deep. This is the standard across the whole extended family board, including Battle Cry (Avalon Hill, 1999) and Memoir ’44 (Days of Wonder, 2004) Star Wars: Battle for Hoth (Days of Wonder, 2025) breaks with this format, going with a ten hex wide and seven-deep gameboard for even faster play).

The EPIC board introduced a larger play area, presenting a pair of mounted boards that butt up together in the centre, allowing for a play area now twenty hexes across and nine rows deep. The Grand Battles boards are of a similar configuration, also running nine rows in depth, but spreading out to an enormous twenty-six hexes across. We had a taste of this in the EPIC expansion, with a set of cardstock Grand Battles maps to accommodate the two GB scenarios presented in that set, Austerlitz and Vimiero (you can read my AARs of these two scenarios by clicking on the links provided).

There’s not much to report here, except that the boards offer a vast expanse of playable area. People who own the EPIC expansion may already have had a taste of the Grand Battle experience on the included heavy cad board-sections (similar to the included preprinted Borodino/Waterloo boards included this package, which we will get to soon enough – be patient).

Along with the ten Grand Battle scenarios offered in this set (yes, we’ll get to these in due course as well), you’ll have a dozen battles to reenact on these sturdy new boards. I haven’t photographed them laid out because it would be a particularly tedious endeavour to fit them into a single shot, and it would be nothing you haven’t seen before. But to put it in context here’s a comparison. As previously mentioned, your standard C&C board is thirteen hexes by seven hexes deep. The EPIC scenario boards added to both dimensions, stretching the width out to twenty hexes, from extreme left flank to extreme right, and added two rows of depth to the play area. The Grand Battles boards are essentially two regular boards placed together for a total width, like in the scenarios presented for the Commands & Colors: Ancients (GMT Games, 2006) Expansion #5 – Epic Ancients II (GMT Games, 2009 – a reprint is available for preorder on the P500 list), except for the extra two rows of depth.

Pro tip: The Grand Battles boards are nice in presentation, solid in construction, and match up well together. Like most mounted GMT boards, you’ll need to lay them out and place something weighty on the rising folds to help flatten them out before you try to use them. I lay one board atop the other, then place another game box in the centre of the rising folds (the point where the four panels of that half of the map meet). Another GMT game rated at four or five pounds is usually sufficient for each side and should be clean enough not to leave marks on your new maps. I recommend game boxes because they are flat-bottomed; despite your best efforts, random heavy objects may leave a divot in your fancy new board.

 

4 Double-sided Grand Battle Scenario cards; 2 identical Grand Battle Extended Scenario Historical Background and Battle Note cards

Grand Battle Scenario Cards (including the Extended Grand Battle Scenario Card, top).

As mentioned previously, the scenario card concept for C&C Napoleonics was introduced in the EPIC expansion. Trying to reproduce the set-up map on a single letter-sized page would lead to a sharp incline in squinting-related eye injuries; better to broaden the printable area. The EPIC cards are an offset bifold #” by 11“. The new Grand Battle scenarios are numbered 3 through 10, keeping to the numbering schema of the two Grand Battle scenarios from the EPIC expansion. The Grand Battles featured are (in chronological order):

Eggmuhl (Day 2), 22 April 1809

Raab, 14 June 1809

Talavera, 28 July 1809

Bussaco , 27 September 1810

Salamanca, 22 July 1812

Mockern, 16 October 1813

Orthez, 27 February 1814

Toulouse (Heights of Calvinet), 10 April 1814

These eight scenarios are played out on the forementioned Grand Battle mounted map boards. Also included are two scenarios that will not fit on even the Grand Battles boards. The Borodino, 7 September 1812, and Waterloo, 18 June 1815 are played on the card-stock maps we’ll be looking at next. The manifest lists two duplicate cards being copies of the scenario card for the Borodino and Waterloo scenarios. I seem to have only received one in my set. For me, this not a deal-breaker. One is sufficient for my needs, but if you’re short a copy, I would recommend contacting the GMT Office Folks – they are good sorts and very helpful.

The Extended Scenario Historical Background and Battle Note card doesn’t feature a complete map for either Borodino or Waterloo as these aren’t necessary – the terrain and starting troop positions are already featured on the preprinted map. That space is instead given over to extensive (in C&C terms) notes about each battle, and all the specials scenario rules that come with a Grand Battle-sized game.

 

1 Double-sided Grand Battle Extended pre-printed map (for two battles)

 

Borodino Extended Battle Map (French Left).

When I first read of the battles of Borodino and Waterloo being included on pre-printed maps (of the qualities presented in the light Grand Battles map included in the EPIC expansion, I thought it was mere a bit of a gimmick, something to help newbies dive into two of the most famous battles of the Napoleonic era, halving the set-up time before starting play (a noble ambition in itself, but not . What I didn’t understand is that you wouldn’t be able to play either of these battles on the standard Grand Battles board; as big as that map is, these battles are even bigger; twenty-eight hexes in breadth instead of the regular twenty-six for the standard Grad Battles scenarios.

Borodino Extended Battle Map (French Right).

It’s a real time-saver to have pre-printed battle maps, and I’m looking forward to trying them out. To me, though, they seem a little gimmicky. In truth there would probably be a big enough market to put on P500 a one-off printing of the remaining eight Grand Battles scenarios (four sets of maps) pre-printed in the same way.

We’re all time-poor, and if you can save half an hour or more not having to set out the terrain tiles for a big match, that would be a win. I just feel like, if you’re all about the convenience, play the game on Vassal. Part of the joy for me is the setting up of a game, but I may be in the minority on this.

Pro-tip: You might need to put your preprinted maps under plexiglass to stop unwanted puckering of the board seams. If plexiglass sheets are a luxury you haven’t yet availed yourself of, a lot of puckering can be banished with a slow, careful, and consistent (all the way along) back-fold against the crease (i.e., in the opposite direction) of 100° - a little further than perpendicular, no more. Lay the map flat on a table. Fold each panel against the crease to 90° (straight up, vertically, then just a little bit further. While you’re holding the upright panel there, just run the edge of your thumb along the outside fold of the seam, applying just a little pressure. Not too much or you may compromise the strength of the hinge. Then flip the whole map over and do the same thing to the other folds. Be gentle but firm. By the second or third play, the maps should be pretty flat without the need for plexi. Also, I use a couple of shallow bull-clips at the corners where the two maps meet, just to help keep them from drifting on the table.


5 Double-sided EPIC Scenario cards

EPIC Scenario Cards (these are double sided).

Along with the new Grand Battles scenarios, another ten EPIC scenarios are included in the game. The Grand Battles were never mean to be a replacement for the EPIC set, and I for one am looking forward to diving into these a least as much as the Grand Battles. The EPIC-scale battles included in this set are:

Eylau, 8 February 1807

Heilsberg, 10 June 1807

Friedland, 14 June 1807

Medellin, 28 March 1809

Dresden, (Day 1), 26 August 1813

Dresden, (Day 2), 27 August 1813

Toulouse, 10 April 1814

Ligny 16, June 1815

Quatre Bras, 16 June 1815

Wavre, 19 June 1815

Like the Grand Battle scenario cards, everything you need to know about a given EPIC scenario is on one side of one side of a card. To play these scenarios, you’ll need the pair of mounted boards from the EPIC expansion and the Tactician cards from the Generals, Marshals and Tacticians expansion (as well as the national army expansions).

Sample EPIC Scenario Card (Heilsberg, 19 June 1807).

As much as I enjoy the breadth and scope of a Grand Battle, I think the sweet spot for me is the EPIC scale battle; it introduces tactical challenges similar to the Grand scale, but doesn’t overstay its welcome. It can feel like a slog sometimes to get to twenty banners to achieve a victory, but thirteen or so always seems much more achievable in an evening’s play. As with all things, mileage may vary.

 

12 Double-sided individual National Unit Reference cards

British Army Reference Card.

French Army Reference Cards.

Spanish Army Reference Cards.

Russian Army Reference Cards.

Austrian Army Reference Cards.

Prussian Army Reference Cards.

A huge bonus with the Grand Battle set is the inclusion of a complete set of national Unit reference Cards (two for each) in a consistent format of an easy to navigate two-sided 11” by 8½“ card. Relevant information for all Infantry and Foot Artillery units are presented on the front, Cavalry and Horse Artillery on the reverse. These essentially present the information in the style of the original bi-fold national unit cards (rather than the landscape-formatted units reference cards seen in the Russian Army expansion†).

 

2 Terrain Effects summary cards

Comprehensive Terrain Effects Charts.

Also provided are two copies of an exhaustive Terrain Effects Chart. These will, I think replace all others in our personal use, and they incorporate every kind of terrain or structure encountered across all scenarios (though it’s worth keeping in mind that various scenarios will mention peculiarities of terrain in their own context, such as rivers fordable for their full extent). While I am loathe to throw anything away, even when it’s superseded, I’ll probably be retiring all my other TECs and jut keeping these ones in the top of the box.

 

1 Terrain Tile Punchboard / 1 Counter & Marker Punchboard





I’m addressing these two bits together as they are kind of co-joined, and to address a problem that others may have or will face, or it may just be a me problem. Before I started writing this piece, I went through the box and photographed each component or set of components. When I was editing the pics for uploading to the post, I noticed the Terrain Tile sheet said Sheet 2 of 2. And I panicked. I checked through the photos I had taken – no second sheet of Terrain Tiles. I pulled everything out of the box and went through it again – no Terrain Tile sheet No.1.  I was putting everything back in the box – a chore in itself – when I noticed the counter-sheet as labelled 1 of 2. At least I didn’t get to the stage of writing a polite demand to the GMT Office Folks asking of my other Terrain sheet.

One problem with being an early adopter of all the C&C Napoleonics expansions was the inconsistency in cardstocks for the counters and Terrain Tiles. These vary quite a bit between the early and later expansions. If you came to the game late and only bought second or later printings, this probably won’t be an issue for you. It’s not a big thing, big it sets off my OCD a little. I’m happy to report the cardstock used for both the Terrain Tiles and the counters are of a nice weight brown-core cardstock. Like the additional units/blocks included in this set, the Terrain Tiles, Victory Banners and other markers are here to augment everything that has come before. Every expansion has brought additional components to the set, so  I reiterate, to get the most out of the game you really everything that’s come before it.

 

1 Cardstock Courier Rack assembly


The Courier Rack is used to display the Tacticians Cards available during a game. The 50-card Tactician Card deck was introduced (along with the expended 90-card Orders deck in the Generals, Marshals & Tacticians expansion. Each scenario offered each side a number of at-start Tacticians cards, and more could be acquired from those on display on the Courier Rack through the play of certain Order cards. A chart was also included to allow retrofitting the Tacticians cards to all of the previously presented scenarios. The idea is, when certain cards are played, the player may pick up a Tactician card from the selection of five on display, These cards allow a slight advantage in a very specific situation. The given situation may not arise during the game, but when it does, it  can be a beautiful thing, setting aside your opponent’s plans or augmenting your own, though they rarely prove to be game-winners on their own.

The original version of the Courier rack came with the Generals, Marshals and Tacticians set (along with the Tacticians card deck). It is a single sheet of card, scored along fold lines (a diagram and instructions on how to properly fold the Courier Rack are included in the Expansion #5 rulebook). I’ve messed around with various options for getting the folded card stand to remain folded and standing, using elastic bands, tape, even Blu-tac. The best way I’ve found to get it to work is to edge the front against one end of the board and the back leaning against the game box. Others have taken the more sensible approach of foregoing the Courier Rack for a card holder borrowed from another game. That also works, I’m told.

 

8 Silk-screened Battle Dice


I think the screen-printed dice for C&C Napoleonics were offered in the most recent reprint of the core game. 400 extra sets were offered on pre-order, but given the cost of shipping at the time I couldn’t justify the cost to get a set. These dice are very nice. Leaving out the issue of stickering up the blank cubes that came with the first printing, the near constant play with my brother-in-law’s copy of the game meant we needed to buy a core-box sticker set (yes, you can buy the stickers separately, but in complete sets only – talk to the GMT Office Folks for details), to re-sticker the dice after they had become illegible from wear. These are an improvement. I haven’t tried them in a game situation yet, but I don’t anticipate these being any luckier than the existing dice, so there’s that.

 

5 sticker sheets / 248 Unit Blocks

Lots of blocks. This is what greets you when you first open the box.


Sticker sheets 1 & 2.

Sticker sheets 3, 4 & 5.

I’m addressing these together because they are really a single component, or I guess, a single set of components when they are married into usable pieces. If you’re opening this box, there’s every likelihood you’ve stickered up a set or two of Commands & Colors blocks before. Nothing new here. Well, that’s not quite true. In the Prussian Army reprint, the blocks will apparently be moving from their hereto gunmetal grey to something closer to a dark beige, roughly half-way between the original Spanish Army block colour and the chocolate brown of the Portuguese blocks from the core set. It makes more sense to match the Prussian this set to the new colour scheme than the superseded one. I Personally, I have obsessively kept all of my spare blocks (although some have been used in building playtest sets of other games), and I have enough grey blocks to outfit one of the two Cavalry units and the four-block Light Infantry set.

Which brings us to the other issue with the blocks. The stickers provided for this unit were accidentally printed representing a Prussian Line formation rather than Light troops. The absence of the single Prussian Light unit will adversely affect only one scenario from the present set (EPIC Ligny), and a “patch” has been supplied on the GMT product page, a downloadable pdf image of the required stickers that you can print on to paper or adhesive, that you can stick on to the existing blocks. An easier option might be to just mark a Prussian Line unit with a blank counter or a tiny Post-It and agree between the players that that unit will function as a Prussian Light unit for the duration of the game.

 

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I said at the start that I generally don’t write expository pieces on expansions. The obvious exception to this was, another C&C family product, Commands & Colors: Medieval – Expansion #1 Crusades Mid-Eastern Battles I (GMT Games, 2024), for which I wrote both an unboxing and a review. In the review, I tried to express how much breadth and depth the expansion brough the Commands & Colors: Medieval (GMT Games, 2019) by comparing the base game to the films The Godfather and its first expansion to The Godfather, Part II. I’ve spent way too much time mulling over this while I’ve been writing this post, but the closest relatable comparison I can come up with for my likely audience is this; thin of the base game as one of those mid-series space battles they’d rarely show in Star Trek: the Next Generation, with featuring a couple of Federation ships and three or four Birds of Prey – impressive for its time; both exciting and a lot of fun. The experience of playing the Grand Battles scenarios is like the huge fleet-on-fleet actions from the Dominion War in Deep Space Nine. It’s essentially the same game you already know and love, but there is so much more going on. I’m not trying to be flippant (if I was, I’d compare it to two super-sized Happy Meals). With the extra board real estate comes more game depth; more Front to have to attack or defend, more opportunities to exploit, but also more holes in your own lines you need to watch. Both EPIC and Grand Battles increase the number and the texture of the decision points that the Commands & Colors system so brilliantly presents in every single game. 

 

* There were also in the July newsletter hints at a new Commands & Colors game coming sometime in the not-too-far-off future. I have a suspicion regarding what this may refer to, but I don’t want to jinx it, so I’m not saying. We’ll just have to see what comes down the pike. Whatever it is, I’m pretty certain I’ll be ordering a copy.

† When asked about why this style of unit reference PAC was discontinued, Mr Borg mentioned that in situ playtesting at conventions showed new players were depending on these cards – checking them in every instance of movement and combat – rather than internalising the basic rules for themselves.

 

 

Thursday, 30 July 2026

Stripped Down for Parts: Cuius Regio: The Thirty Years War, 1618-1648

 


I was really in two minds about writing up an unboxing of Cuius Regio: the Thirty Years War, 1618-1648 (GMT Games. 2026), not because I didn’t think it warranted the attention, but just the opposite; I expected much more excitement than the game has thus far received. With the new shipping set up for P500 orders, where I used to sometimes receive GMT preorders a week or so before my North American friends, they now arrive a month or more later. (I’m not complaining – it does mean the shipping comes out about half or less of what it would coming from the States.) But in that time, there hasn’t seemed to be a lot of interest in the game - except from the usual suspects (Ardwulf's Lair, Kilroy Was Here, Pushing Cardboard and Justegard all produced good unboxing videos – I’d recommend taking a look at any or all of these for a better look at the components close up). When my copy arrived, I admit I got a little excited, and I think I have something to offer for the conversation, so here we are.


The cover features a rather dramatic representation of the double-headed eagle of the Holy Roman Empire, one of the antagonists during the war, superimposed over a classic battle scene. The illustration was prepared by GMT stalwart Kurt Miller. Try as I might, I’ve been unable to identify the painting on which the cover is based; it looks familiar, but I’m not entirely sure the battle depicted is actually a situation from the Thirty Years War (given the uniforms, maybe the War of Spanish Succession, but I’m no expert). If I can get to the bottom of it, I’ll drop in some detail with an edit note.

While it doesn’t give much away, the cover is compelling. The orange, umber and rust tones hint at the ferocity of the conflict, which was responsible for – by some estimates – as many as eight million deaths, either from direct conflict or indirectly from famine, disease and exposure. While I don’t think this would have been my choice, I think the illustration works to attract the interest of the casual shopper.

The box-back.

The box back, to my grognard-gimlet eye, is even more compelling. It features a part of the game map in the top half, with a straight forward description dealing less with the historical situation and more with the basic functions from the game, highlighting some solid selling points; operational/strategic level (with one-year turns), a range of scenarios (five in all, including the full campaign), and some nice, simple counters, Represented at their actual 5/8” size, as well as the aforementioned map.

The scale of the map is sixteen miles to a hex, the units represent something like 500 to 1,000 troops and as mentioned, each turn runs to a calendar year (which makes sense, given a campaign year would typically run from around March until the antagonists took their winter quarters). The graphic data informs us that the game is designed for two players, that the difficulty is reckoned to be five out of nine (middling, though a veteran GCACW player would probably scoff at this), and the solitaire suitability is cast at six out of nine (no doubt due to the hidden information factor at play, but we’ll get to that shortly). It should come as a surprise to no one that the recommended age for the game is fourteen years and up. The box back also informs us that the play-time should be between one and six hours (scenario-dependent) while the full campaign might take thirty to forty hours to play out. This makes Cuius Regio a good candidate for a five- or six-day convention that you can learn before-hand playing shorter scenarios of an evening leading up to the event.


The Rulebook is printed on the familiar, medium weight matt-finish paper GMT has been using for every game I’ve seen of late. No complaints there. The rulebook runs to 24 pages but only 22 of them are printed – the last two are blank (or at least free of game-related information).

Sample Rules spread.

The cover page features a thorough Table of Contents. The core rules – including the introduction and component breakdown – take up the next nineteen pages, with the final two pages given to a page of Optional Rules and a Glossary. At first glance the rules look clear and helpfully illustrated. I don’t anticipate any problems here.

A lot of online discussion has brought up the similarity between the "feel" of Cuius Regio’s play being similar that of games from the Great Campaigns of the AmericanCivil War. It turns out there’s a reason for that. I had cause to correspond with designer Francisco Gradaille regarding another post I’m writing, and he mentioned when he was thinking about the framework for a Thirty Years War game, he happened across a podcast comparing various operational level ACW games, including the Great Campaigns series. Mr Gradaille wrote, “After listening to that, I thought that the manoeuvres during the Thirty Years War had some similarities, and I started searching for wargames that let me have that kind of experience in that period. As I didn’t find any, I decided to make one myself.”


The Scenario book shares all of the physical attributes The scenarios are laid out simply and are immediately comprehensible. The scenarios themselves are broken into discrete campaigns lasting two to thirteen turns, while the full campaign covers the full thirty-one turns.

Scenario 3: The Danish Intervention. Everything you need for each scenario
is presented in a single spread.

The Scenario Book also includes a nine-page Extended Example of Play, three pages of Designer’s Notes, a page of Tips and Tricks for new players, and a page-and-a-half Bibliography that I for one will be scrutinising in depth.

The map as it comes out of the box.

The game map is in two parts (northern and southern). The components list says the game comes with two 34” by 16”, which isn’t quite true. The maps together come to a size of 32” by 33 ½” (with about an inch and a bit of overlap). The play area is very attractive, rendered simply with a buff background with easily recognisable geographical features, and a graduating system of Minor, Major, Great and Electorate Cities, represented by cameo illustrations taking up the entire hex. The rivers and provincial borders conform to hex edges, and the roads run precisely from one side of a hex to another; the whole map is rather schematic, but it really doesn’t feel so. Cartographer Nicolas Roblin has managed to create a map that is at once visually pleasing and eminently playable.

The map complete. Apologies for the glare lines, but this was taken without the benefit
of any flattening technology.

The field of play runs from the Baltic coast in the north to the border of the Swiss Confederacy in the south, and from Poland and Hungary to the east all the way across to the Eastern most provinces of France and the Spanish Netherlands in the west (Rhenish, Lorraine and Franche-Comte are caught up within the playable area). The map also features a Turn Track, and numbered tracks at the top and bottom of the combined sheets, presumably to aid in tracking movement point expenditure for each player’s forces.

Counter sheets 1&2.

There are three sheets of counters. These are printed on the familiar brown-core cardstock GMT has been using for pretty much everything of late. The first two sheets are mainly the available forces of the two sides represented (yellow for the Holy Roman Empire, blue for the Protestants. The troop counters are particularly nice, simply rendered with a single figure and numerical value representing the unit’s strength. The Infantry are represented by arquebusiers, the Cavalry by mounted riders, and the Artillery Trains by a manned cannon. Artillery Trains don’t possess a fighting strength of their own but offer a modifier to the overall combat value of the force.

Counter sheet 3.

Leader counters – Marshals and Lieutenants, are named characters from the Thirty Years War. Each counter features the leader’s name, a rating (1-3), a tiny cameo portrait and the years in which they were historically active. The admin counters are also simple, easy to read at a glance, and pleasing to look at. Army markers are used on the board when playing with the Fog of War optional rule. Markers showing relevant national flags (or in the Imperial case, the Imperial crest and Spanish flag) identify the deployment locations of various armies on the map, and counters with the two-headed eagle on one wide and the Tudor rose on the other are used to indicate control of cities by one or the other side.

There are no less than four Player’s Aid cards included in Cuius Regio, each presented in duplicate (no sharing necessary), doble-sided, and of a single panel, collectively covering all the charts and tables one could possibly need during the course of play. The PACs are not numbered, so I’ll just go through them in the order that seems most sensible.

The first offers a detailed – but not exhaustive – Sequence of Play, and a brief explanation of how Movement Points are calculated for each army. On the reverse of this card is the Terrain Effects Chart (TEC), which explains the diverse terrain and locations featured on the map, and explaining their impact on movement costs and possible influence on Combat


The second PAC is one of two that deals with combat The front offers a sequence of play for Battles with a list of Battle Modifiers and a Odds Modifier table, The Reverse of the card presents the Battle Results Table, which incorporated the table for Modified Battle Results and for the active army’s Fatigue Roll, as well as instructions for the Leader Loss Check, and a Route Check table.

The next PAC deals with Cavalry in combat, featuring a Reaction Move / Cavalry Retreat Before Combat Table, and a Stragglers Check Table. The verso changes subject from Combat to real estate. The Cities table advises on the City Size Value of differing sizes of cities, and the minimum number of troops necessary to gain control of an unoccupied city of that size. The City Control Table is used for establishing control over a city when the army lacks the strength to overwhelm the city outright, and Provincial Conversion Check table declares with a roll (adjusted with any relevant modifiers listed below the table) when control of a province is gained by the player. The title of the game is drawn from a maxim of the time, Cuius regio, eius religio, translating literally to “whose realm, his religion.” Whoever rules the land gets to dictate the land’s religious affiliation.


The final PAC is a bit of a miscellany, collecting the reference tables that didn’t fit elsewhere. The front offers the Marshal Availability Chart, a long list of the number of marshals available to each side in a given year (through the thirty-one game turn/years), the Artillery Cost Table spells out the cost in Political Points (PP) of managing Artillery Trains for your armies, and the Hex Supply Table, which dictates how many troops may be kept in given location during Winter Quarters (i.e., carried over from one campaign year to the next). The verso presented the Province Control and Reinforcement Table and the Troop Purchase Table. The Province Control and Reinforcement Table offers an alphabetical list of all the provinces present in the play area, whether a province might be persuaded to flip religions and the difficulty in that venture (DRM), the number of cities that need to be controlled before control may be achieved, and how many reinforcements the province may provide when under a faction’s control

All the PACs are elegantly laid out and very easy to navigate and read. I like the idea of not having to constantly open a bi- or tri-fold PAC to find what I’m looking for at a given time, and I think the use of these will become second nature after a few full turns of a game.

The Army Boards. The game's colour palette is one of its many strengths.

Each faction’s armies may be all out on the map, or alternately, they may be managed on that side’s Army board, with an Army marker indicating each army’s location on the board (these are imperative for use with the Fog of War optional rule). This is a single-sided card-sheet printed on the same weight card as the PACs, with spaces for up to five separate armies, an Active Leaders Pool, three spaces for the activation markers used to indicate the number of Lieutenants activated in the current turn, and a ten-space tally chart, running 0-9, like the ones printed at each end of the play map.

The Shields depict battles from the Thirty Years War.   

The Army boards may each be concealed from the prying eyes the enemy with the use of a shield, two of which are provided in the game. These are constructed using the same weight of card as the PACs and Battle Maps, stand at a low enough height for them to be perfectly adequate for the task of screening a faction’s Army board.

Shields deployed.

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So, that’s what you can expect in Cuius Regio. It’s a really nice-looking game that promises an interesting play experience but is probably fated to receive nearly the audience it deserves by dint of it not being a more popular subject in the English-speaking world. Which is a shame in itself, but that’s a subject for another time. I look forward t playing this some time in the future. At this point, my meagre ambitions extend to hopefully tabling the game before the end of 2026, a goal I hold for several other games as well, but Cuius Regio might just be moving to the top of the list.


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