Showing posts with label Mike Rinella. Show all posts
Showing posts with label Mike Rinella. Show all posts

Saturday, 18 October 2025

Stripped Down for Parts: Monty’s Gamble: Market Garden

 

 

 

I have a couple of Mike Rinella’s area impulse games (Last Battle: Ia Shima, 1945 (Take Aim Designs/Revolution Games, 2015) and Return to the Rock: Corregidor, 1945 (Take Aim Designs/Revolution Games, 2020); unboxing posts here and here respectively), both of which are fun to play, but quite brief; not unsatisfyingly so, but I’ve been curious as to how a larger game would play out. So, when a second-hand, unpunched copy of Monty’s Gamble: Market Garden (Multi-Man Publishing. 2019) came up one of the usual channels, I jumped on it.

Since then, it’s languished on my TBP stack for a few months while I’ve been distracted with other things. Since then, I’ve received and played WWII Commander: Vol. 2 - Market Garden (Compass Games, 2025 – here’s an unboxing and short AAR), and I thought it’s about time I showed Monty’s Gamble some joy.


The thing you don’t notice straight away is this is actually the Second Edition of Monty’s Gamble. The First Edition was also published by MMP, back in 2003. The thing is, there’s nothing on the box-cover to indicate the Second Edition IS a second edition.

The cover illustration, a montage of images from the period, all in line with the Market Garden theme, differentiates the second edition from the first, which features a peculiar portrait of a British paratrooper that looks like a lifeless mannequin. The box cover of the first edition was described by one BGG user as Paras in the uncanny valley.* The second edition cover is a vast improvement.

Box back.

The top of the box-back offers a teaser of the map (the region around Arnhem) and the counters, all at roughly true size. The blurb leads with the game being “a reprint of MMP’s highly acclaimed game of Operation Market Garden […],” and a short historical backgrounder for the uninitiated. We eventually learn (In the third paragraph) that this is an updated version of the original printed game, and now includes Fortress Holland, 1940, which was originally featured (counters and a rulebook) in Operations Special Issue #2. That’s right, with Second ed. Monty’s Gamble, you’re actually getting two games.

The game’s Complexity is rated Medium in MMP’s truncated three-tier rating scheme, and the Solitaire suitability is marked as High. This feels right from what I’ve seen so far. No indication on how long a game should take to play out; I guess I’m just going to have to find that out for myself. Also, no indication of age suitability, but I suppose the usual catch-all of “14+” would probably apply here as well.

Rulebook. 

Coming from Mr Rinella’s zip-loc bag games with their short but thorough rules, parred down to the very specific subject at hand, the 44-page book that comes with the second edition was a little daunting at first blush, but you shouldn’t be deterred by this. The rules for Monty’s Gamble only take up twenty-five well-spaced and illustrated pages.. Another six are devoted to some very well illustrated examples of play, while the last nine pages offer alternative rules for a second game, Fortress Holland, 1940.

Rulebook sample page: Example of Play and the Fortress Holland
bonus game rules. The rulebook is colour throughout.

The remaining pages are given over to the cover and a detailed Contents page. The rules are set out well, in dual columns, set in a nice readable Garamond-style font. A cursory read-through hasn’t raised any flags for difficulty understanding the concepts at play, but the proof will, of course, be in the play. Attention is given over to supply issues for both the Allies and Germans, which is how the situation should be approached. I’ve liked Mr Rinella’s rules in the past; they tend toward clarity and concision in the couple of other games of his I have played, and I don’t anticipate any departure from the standard here.

The map.

The map is a single, sightly oversized sheet (38 ½” by 24 ¼”, even though the back-of-the-box inventory states a standard 34” by 22”) covering the theatre of battle from Hoeze in the south the Heeve in the north. As previously mentioned the game is an area movement/control model, with a scale of roughly 1½ miles to a map inch, and is the work of noted wargame artist and designer, Nicolas Eskubi. The map art looks almost like a satellite representation of the terrain, overlaid with road and rail paths, bridges, and towns, along with white chalk-line markings separating the landscape into controllable areas for the regulation of movement and measuring of success. Each area of the map is bound by the white markings or by watercourses where the white boundaries meet rivers or canals.

Map detail: Nijmegen and environs.

Historically, the action of Operations Market and Garden took place in a long salient corridor along a highway dubbed the Club Route by the planners, with American, British, and Polish paratroopers dropping in to secure a series of key bridges, and the British XXX Armoured Corps rushing to secure a line of supply and relieve the beleaguered paras. The map reflects this, with the playable area running diagonally across the map-sheet, flanked at diagonally opposite corners by crucial charts and record tracks.

Map detail: the Allied Tracking corner.

I like a game that manages to fit the tracking needs for play actually on the board; this saves a lot of time otherwise spent rifling through PACs or (the horror) the rulebook, thereby breaking the cadence of play. Here the Axis player tracks the Game Turn and Impulse quotas, as well as their own Air Interdiction and Construction capabilities, while the Allied player tracks Supply and Victory Points, and their Bombardment and Drop Supply capabilities and availability of Assault Boats for river crossing. Each side can also access some crucial tables (Bridge Seizure/Bridge Demolition, Bombardment resolution and Attrition Points), and a mnemonic key for Isolation rolls, another key characteristic of the action around the operation.

My only gripe with the map is the folding; it’s folded into four sections length-wise (three folds) and three width-wise (two folds). I understand the necessity for this – with the extra couple of inches width and length a standard eight-section fold wouldn’t allow the map to fit into the box. The extra fold peaks will necessitate the use of a plexi-glass sheet, which I do have, but at 36” by 24” (poster size), it isn’t going to completely cover the map, which will annoy me more than it reasonably should. I’ll try to not take it out on the game when I come to review it.

Counter sheets 1&3.

Counter sheets 2&4.

Monty’s Gamble comes with four counter sheets of 5/8” counters on white-core cardstock; two full sheets, one half sheet and one quarter-ish sheet. The counters aren’t chunky, but they’re thick enough to not be awkward to play with on the map. The counters needed for the Market Garden are to be found on the two full-sized sprues, and nearly all the counters for the Fortress Holland game are provided on the two cut-down counter-sheets. Nearly half of the counters across the two games are administrative or mnemonic markers for recording area control and unit status, along with the expected Turn and VP markers and such.

The unit counters are clearly readable, in keeping with MPP’s good work in this regard. They are comprise of the somewhat standard mix of NATO symbols for leg units with armour represented by a silhouette of most prevalent vehicle type in the unit. These are predominantly battalion- and regiment-sized units, though some brigades and even divisions are represented. Personally, I don’t mind all NATO symbols, but I don’t begrudge others their tanks if it helps create a more immersive play experience. 

German Set-up and Reinforcement sheets.

Each side gets two light cardstock sheets. The German player has a Set-Up card and a Reinforcement card. By dint of having fewer units on the board at the outset, the German Set-up card also features a Sequence of Play, as well as a list of optional unit directives for the Airborne Landing Phase, and priorities for retreat of units (these apply to both sides).

Allied Set-up and Reinforcement sheets.

The Allied player receives an Allied Set-Up and D-Day Sequence of Play card and an Allied Reinforcements card. The D-Day Sequence of Play is a simple three-phase process with another couple of lines outlining some limitations to the Allied actions in this part of the turn. A little of the play is scripted in the initial turn; paratrooper units can choose to attempt to seize their target bridge, but they are then Spent for the turn, which will have ramifications in any ensuing combat, while the Allied player must conduct an Assault action with at least one armoured Guards unit from among their initial XXX Corps land units in the opening turn.

Box and dice, with a friendly packing note from the folks at MMP.

The box is roughly standard size and 1½" deep. The construction card is on the lighter side, but perfectly adequate for the contents, which don’t add up to too much weight. The game come with four six-sided dice – two red and two white. The rules advise the white dice are for German use, and the red for the Allies. Combat rolls are simultaneous, and the rules recommend both players make their rolls into the same receptacle, and stipulate that if a die lands outside the tray, only that die is re-rolled (something that some folks apparently take issue – or liberties – with). The dice will be familiar to anyone who has purchased or played MMP games in the past. They are a little smaller than I prefer, but are perfectly suitable for the task.

 

 

* Replying to the comment on BGG, Mr Rinella was quick to mention he did not sign off on the original cover design.

 

 

Monday, 26 August 2024

Stripped Down for Parts: Pacific day, Part 2 – Return to the Rock: Corregidor, 1945

 


Welcome to part 2 of the Pacific Day unboxings. For those just tuning in, about a fortnight ago I received three Pacific theatre games split over two deliveries in a single day (I knew the second parcel was on its way, but it wasn’t due ‘til the following week). In Part 1, I looked at Last Battle: Ie Shima, 1945 (Take Aim Designs/Revolution Games, 2015), a game by Mike Rinella. Here we’ll have a look at Return to the Rock: Corregidor, 1945 (Take Aim Designs/Revolution Games, 2020), another game in what some refer to as Mr Rinella’s Area Impulse series.

As I’ve said, these are new to me. I’ve played area movement games before, such as Brief Border Wars (Compass Games, 2020) and Par le feu, le fer et la foi (Hexasim, 2014). Some don’t like this style of regimentation of movement, but I think it makes perfect sense for a situation like the ones presented in the aforementioned games. If you can articulate a good reason why I’m wrong in thinking this, please leave it in the comments. And before you ask, I’m quite fond of some point-to-point movement games as well. But that’s a discussion for another time.

The cover illustration of Return to the Rock shows paratroopers from
the 503rd PRCT (Parachute Regiment Combat Team) descending
onto Corregidor.

Return to the Rock is a two-player game covering the Battle for the Recapture of Corregidor, the largest of several islands in the mouth of Manilla Bay that were fortified by the US military after the Philippines became a possession of the United States in the aftermath of the Spanish American War.

Corregidor is the largest of a string of islands dotting the mouth of Manilla Bay in the Philippines, which were all fortified by the American government in the early twentieth century when the United States took possession of the Philippines after the Spanish American War (1898). The base at Corregidor was used as General Dougles MacArthur’s advance headquarters during the early months of 1942, after the US was drawn into the war by the Japanese attack on Pearl Harbor, until the location became untenable. Japan swept through the Philippines quickly, and Corregidor was eventually the last part of the After a prolonged siege, the remaining US forces surrendered to Imperial Japanese Army (IJA) on May 6, 1942.

In mid-February, 1945, after three weeks of continuous naval shelling and dozens of bombing and strafing missions from the air, soldiers of the US Army landed amphibiously and by para-drop on the island, then fought a protracted battle with an intrenched cadre of Imperial Japanese Army soldiers. The island was finally declared secured on February 26, after eleven days of intense fighting.


Like other games in the series, the cover sheet (maybe it should be called a cover card) acts as a Player Aid Card, and offers a key to the unit types, how to read the unit counters, and a brief explanation of the functions of the other counters included in the game. Lastly, it identifies the markers used only when the optional rules are in play. While I usually play a new game for the first time using just the basic rules to get the feel of the system, I can’t imagine why anyone wouldn’t want to include all the options in a game like this.

Like Last Battle, Return to the Rock uses a US Army ordinance map from the period as a the basis of the play area, then superimposing the area boundaries, terrain details and modifiers. And again, like the earlier game, the charts and holding boxes you’ll need for play are all on the map sheet as well. I really appreciate it when s play area can accommodate the other parts you need to make the game work, and Pacific island-battle games seem to excel in this (Tarawa, 1943 (Worthington Publishing, 2021) and Mike Nagel’s War in the Wind: the Battle of Attu Island, 1943 (Compass Games. 2016) spring to mind).

An unusual configuration, but whatever works, right? I'm sure
the publishers have their reasons

The game comes with two frames of 5/8” counters 102 in all (with two blanks). These are printed on the now familiar brown-core cardstock. The units are identified with NATO symbology and the same large, readable numbers as its compatriot for the movement and combat factors. From my experience with Last Battle, I can tell you the counters com away from the sprue more easily than I’d anticipated and clip up very nicely.

The rule book. The cover looks like a photocopy, but inside it looks fine
and reads well, printed on nice  (maybe 90gsm) matt-finish paper.

The rule book runs to sixteen pages, but two of those are taken up with the front cover an advertisement on the back page promoting other games in the series (including Last Battle). The rules proper run to nine-and -a-half pages, with the remaining space given over to the Optional Rules (about one page), an example of play (a nice addition), and a combination index and glossary, which is something every wargame should do.

Sample page. The whole thing is in black and white, but
the illustrations still come up very well.

I’m sorry to keep harking back to Last Battle, but if you’ve played that (or one of Mr Rinella’s other Area-Impulse games, you shouldn’t have any trouble picking this up. These aren’t duplicate games by any means, but they share enough DNA to give them a sibling resemblance. You’ll still have to read the rules through because there are particulars about this game that capture the historical idiosyncrasies of the battle at hand.

I’ve kept this brief because I already felt like I was repeating myself after a more thorough consideration of Last Battle. I’ve pushed some counters around on Last Battle, but haven’t played out a full game yet, but I can already tell Return to the Rock is going to offer a very different set of challenges. I’m looking froward to trying out both of these games against a human opponent.

One more Pacific Day unboxing to go, and that one is going to be a doozy; the revised edition of Mark Herman’s Victory Games classic, Pacific War: The Struggle Against Japan, 1941-1945 (GMT Games, 2022). I’m sure I’ll have more to say about that one. Stay tuned.

I couldn't fit this in earlier, but I wanted to include some detail of the map
(a Charlie Kibler design). It's just a joy; a balance of aesthetic and function.



Thursday, 15 August 2024

Stripped Down for Parts: Pacific Day, Part 1 - Last Battle: Ie Shima, 1945

 


Last Friday was Pacific Day in the Fast Game household. I had three Pacific Campaign-related games all arrived in two separate deliveries. The morning delivery was comprised of two Mike Rinella games, Last Battle: Ie Shima, 1945 (Take Aim Designs/Revolution Games, 2015) and Return to the Rock: Corregidor, 1945 (Take Aim Designs/Revolution Games, 2020), and that afternoon, a second edition copy of Mark Herman’s magnum opus, Pacific War: the Struggle Against Japan, 1941-1945 (GMT Games, 2022) arrived, weighty and imposing. Since these, while second-hand, are all kinds of new to me, I’m going to unpack them here one by one. First up, we’ll look at Last Battle.

The two Mike Rinella games mark a couple of firsts for me; I’m embarrassed to say these are my first Revolution titles. Revolution make some sensational-looking and highly regarded games that just don’t seem to get distributed in Australia. They’re also my first Mike Rinella games. Mr Rinella has a reputation for producing a series of smaller footprint, relatively fast-playing areas movement games that offer a good narrative flow, which definitely fall in the wheelhouse of this blog.

Last Battle presents Operation Indispensable, the battle between the American 77th Infantry Division and forces of the imperial Japanese Army defending Ie Shima. This operation was itself intended to secure the island ahead of US troops landing on nearby Okinawa.

In case I hadn’t spelt it out, this and Return to the Rock bagged games, as opposed to boxed games. The game comes in a bag (I bought these two second-hand and came in a clear plastic press-clip envelope). The cover sheet is equivalent to a box cover, conveying a sense of the scope and seriousness of the game to the prospective buyer and noting the designer and publisher details, but in these cases, but not much else. They don’t include a back cover, where all the play details, like number of players and play length would usually be found.

I’ve come around to the non-boxed games relatively recently. I have a couple of games that came to me box-less, mostly magazine games, but I’ve only recently started to delve into what bagged games have to offer (besides cheaper shipping). Now I’ve repurposed all those empty Commands and Colors boxes to hold my boxless games.

The reverse side of the cover sheet, full of gaming goodness.

Not to waste in opportunity, the reverse of the cover panel has a breakdown of the game components, including a guide to reading the unit counters, and some details on particular counters peculiar to the game; Last Battle can be played in a “basic” or “advanced” mode, with the advanced rules introducing new elements like sea and air-born bombardment for the Americans and kamikaze attacks for the Japanese side. This is clever, I think. It removes the need to print the rules booklet in colour to incorporate these details (thus keeping the production costs down). Some games might use the space to create a Player’s Aid Card, but as we’ll see, Last Battle doesn’t need that.

The map is 17" by 22", on a nice matte finish paper-stock. 

The map is really evocative, using ordinance maps from the period as a background with an overlay of the area boundaries and details relevant to play. The play area around 60% of the total map area, the rest of the space given over to holding boxes for to-be-deployed units, tracks for recording Impulses expended and Victory Points gained and two helpful Sequence of Play tables, each facing a player's side of the map. I really love this design; with a quick-playing game, I’m always grateful when you don’t have to go off-board to a PAC or (gasp) the rules booklet for a reminder of the next step in a round.

It should come as no surprise that the map art is the work of Charlie Kibler.

The game comes with a sheet of 5/8” counters, 88 in all, on a good weight of brown-core cardstock. The units are easily identifiable, using NATO symbology and nice, big numbers for the movement and combat factors. The counter rows feel like they might benefit from a little attention with a craft knife taking them off the frame, but I wouldn’t otherwise anticipate any issues with these.

Last Battle counter sheet, Ernie Pyle in the bottom row, middle.

The rules come to just 12 pages, with a detailed table of contents on the front cover and a glossary/index on the last page.* Of the remaining ten pages, just over eight cover the rules necessary to enjoy the game, with the remainder given over to the Advanced Game (about a page), a couple of optional rules, the game credits and some suggested reading, which is always welcome.


I’m only a little way into the rules so far, but I feel comfortable saying they appear clear and straight forward. I won’t go into the details here (as I’ll probably screw something up and have to print a retraction), but it seems to me any difficulty in the game will come from the tough choices both players will have to make during play and not from any rules-vagaries or misunderstandings. Two thumbs up.


Finishing off the package is a brochure from the Ernie Pyle World War II Museum. Ernest Pyle was a naval reservist and Managing Editor of the Washington Daily News, who became a correspondent when the war broke out, reporting on the Battle of Britain from London, then after Pearl Harbor, reporting from North Africa, Italy and the Normandy landings. Pyle was also a driving force in getting a bill through Congress to award extra wages for soldiers at the front (combat pay). In 1945, Pyle began reporting from the Pacific theatre, never far from the heat of battle. On the 18th of April, 1945 Pyle reporting from the front on Ie Shima when he was shot by a Japanese soldier and died from his injuries. A small museum dedicated to America’s experience of the Second World War in his home town in Indiana now bears Ernie Pyle’s name. Pyle is also commemorated in Last Battle, with a special counter (optional rule) bearing his name.


Once I'm across the rules, I'm going to try Last Battle out, most likely as double-handing it. A few people on BGG have stated it plays well solo. The next instalment of the Pacific Day unboxings will be Return to the Rock: Corregidor, 1945, then Pacific War. Stay tuned.


* Actually, Section 24.0 Index and Glossary starts in the last couple of column inches of page 11, just to be clear.



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 ...