Showing posts with label Waterloo Solitaire. Show all posts
Showing posts with label Waterloo Solitaire. Show all posts

Friday, 16 January 2026

State of Play: Waterloo Solitaire Boardgame

  

 

 

I had a free hour-and-a-half on Tuesday, so I took Waterloo Solitaire Boardgame Edition (Worthington Publishing. 2023 – an unboxing can be found here) out for a turn. I haven’t played the Waterloo Solitaire Book Game (Worthington Publishing, 2021) on which this was base, but I understand it’s a pretty faithful interpretation of the original.

The Veteran Allied Actions card, mounted on its easel. I thought during the Kickstarter
campaign that it was a bit of a gimmick, but now I'm absolutely sold on the easel.

Let’s be clear from the start; this is not a faithful recreation of the nuances of the pivotal battle that conclusively drew a line Napoleon’s martial ambitions. Waterloo Solitaire is definitely positioned close to the “Game” end of the Simulation/Game continuum, and it makes no apologies for that. The original book games were conceived in the time of lockdowns and enforced isolation and brought a brief reprieve from ennui to thousands of people.

This was my first time out, so there were plastic bags to tear open and pieces to locate. I’d already split the single card-deck into its constituent sets of Allied and French cards. I’d settled on playing as the French because looking at the victory conditions, it seemed Napoleon would have a slightly tougher time of it. This wasn’t my first rodeo with a Worthington solitaire game, so I knew not to expect to win on the first time out (or the second, or the eighteenth, maybe). Even being the first time out, set-up still took less than ten minutes (probably closer to five; I didn’t check my watch).

The initial set-up and my opening hand; a good spread of options to start with.

The game has two adjustment points for difficulty, hand size (and what I think of as opponent-difficulty (each side has three levels of resolve; Challenging, Veteran and Tough). I intended to play the middle-path, but inadvertently make things a little tougher on myself, something I’ll come back to later.

Each turn, the player selects an Order Card to play from his hand, placing it face-up in a conspicuous place. He then rolls for the Bot action; on a 2-5, the Bot chooses an action eerily prescient of the player’s chosen order, seemingly calculated to mitigate or nullify the effect of the order before it can be played at least a third of the time. I know how this sounds; I don’t have the mathematical chops to model how this is possible. I don’t think Worthington solitaire games are somehow cursed. But a slither of doubt lingers. We'll have to see how a second game plays out.

Case in point. Three times in the course of the game I played a Fire Artillery order.
In response, the Bot "rollled" Reverse Slope Tactics for two of those orders,
nullifying those potential hits. It's like the game and the die are in cahoots. 

An inauspicious beginning

In my first turn, I decided to lead with the First Corps. Before the First and Second Corps can attack their corresponding Allied infantry Wings, they first have to deal with the garrisons at La Haye Saint and Hougoumont respectively, much like the British facing the Mill in Freeman’s Farm 1777 (Worthington Publishing, 2019). In that first turn I lost two blocks from the First Corps, one from a roll of five on the Allied Actions matrix – Allied Artillery Fire – and one from the stout defence put up by the 2nd Light Infantry Battalion of the King’s German Legion. This opening set the tone for what was to come. It would take assaults over four turns to clear the eastern chateau, and another two against Hougoumont, at a terrible cost in troops.


Combat is brutal in Waterloo Solitaire, and the odds are weighted against the player, or at least that’s how it seems when you’re the player. As a rule, the French score hits on low rolls, the Allies on high rolls. Add to this the nearly ubiquitous +2 modifier on many of the Allied orders, and in many cases the best the French player can hope for is a one-for-one hit exchange. This sounds like a complaint; it’s not meant to be – it’s just an observation. The game should be challenging (the lowest rated Bot matrix is called “Challenging”); if the game was easily won, you’d lose interest very quickly.

End of turn five. Already, things aren't looking good for the French.

The first Prussians arrived in turn four. The next turn, I sent the Reserves to check their progress, only to lose two blocks to the Allied cavalry (on a roll of the Cavalry Charge order, the Allied cavalry pre-emptively attacks whichever French formation has been ordered for that turn), then a third in an exchange.

Around the middle of the game – turn eight or nine, I sent the Old Guard out against La Haye Sainte, then again two turns later. The first time they were beaten back with heavy losses. The second – two turns later – they sacrificed themselves to clear the chateau in an exchange of hits. In between, Blucher had begun to arrive in force. If there are seven or more Prussian blocks on the board at the end of a turn, that’s an automatic win for the Allies. In the course of the game, I rolled a favourable one once. Every other one on a die roll came up on the Allied roll, and they seemed to come in pairs, inviting more and more Prussians to the party.

 

The end of the battle

Going into turn sixteen, having cleared Hougoumont and La Haye Saint, I was ready to make my final assault on the Allied lines. My Reserve and Imperial Guard had both lost all cohesion and withdrawn from the field of battle, both having sustained terrible losses at the hands of la belle Alliance. My First Corps was down to two blocks and my Second Corps had been reduced to a single block, but my two cavalry wings were both more or less intact; in the face of adversity, I thought a Je vous salue, Marie may just see the French carry the day. With three turns left victory was a tantalising mirage for a dying man.

I played a Cavalry Charge order. Intending to try to sweep up the Allied Right Wing and clear the way in the next turn to vanquish the Left Wing. Rolling for the Allies resulted in a result of one, followed by another one rolled on the Tactical Events table – Blucher Leads the Way. Two more Prussian units arrived in the woods, triggering an attack on the First Corps (the Prussians convincingly outnumbering the French). A To-Hit roll of five (with +2 modifier, of course) put an end to Napoleon’s Imperial dreams once and or all.

Final state. The Allies lose the game in a turn when two formations - Left Wing,
Right Wing or Reserves - are destroyed, but the French lose if either Corps is
vanquished, which is what happened, thanks to Blucher's (un)timely arrival. 


Mistakes were made

The hand-size difficulty adjustment is meant to limit player options in a given turn. The difficulty levels here are as follows; seven-card hand for Rookie, six for Experienced, and five for the Grognard. I didn’t check this when I set up for play, and misremembered the Experienced level being five cards, so I ended up playing a tougher game than intended, though I don’t think the extra card would have made much difference in light of my die-rolling and the lack of use of my Combined Arms option. This was another mistake. I declined from using the Combined Arms in the early turns, then I kind of slipped into a routine of card plays and ignored the option (this is the kind of mistake you make early and just once). Honestly, I don’t think they would have helped me keep both Corps in good order with the 5s and 6s the Wellington Bot kept scoring against my formations.

One game isn't enough to begin exploring strategies or testing tactical advantages, and it's easier to see mistakes after you've made them. The more time spent with Waterloo Solitaire, the better the odds of not losing so catastrophically. But that's what keeps bringing me back to games like this, the prospect or hope of not losing the same way twice. 

*****

So, the game was indeed an inauspicious introduction to Waterloo Solitaire. I expected to lose, but I’d hoped to lose in the last round, not two rounds early. The game is tough, even at a fairly moderate setting. Next time out I will stick to the Grognard (five-card) hand-size, but try the Challenging Allied order matrix rather than the Veteran. I’ll also make judicious use of the Combined Arms option, to cancel out the near ubiquitous +2 modifiers applied to so many of the French To-Hit rolls.

I only had enough time for a single game this time out; with every other Worthington solo game I’ve played, I’ve immediately reset it for a second inevitable loss straight after my first. I’ll be getting Waterloo Solitaire back to the table sooner rather than later, though There are other games also vying for my attention at the moment. But it’s a comparatively short experience, definitely playable inside of an hour, so I‘m sure I’ll be able to squeeze it in somewhere.

 

 


 

Saturday, 10 January 2026

Stripped Down for Parts: Waterloo Solitaire: Board Game Edition

 

 

During the lockdowns of the early 2020s, Worthington released their first book-games, Waterloo Solitaire (Worthington Publishing, 2021) and Bismarck Solitaire (Worthington Games, 2021). While not a new concept, Worthington was the first mainstream wargame publisher to bring the concept to market, brilliantly avoiding the shipping woes facing publishers, by making the books available as volumes print-on-demand directly from Amazon. These reportedly saved the sanity of hundreds of wargamers, and the line has gone from strength to strength, with the publisher now boasting thirteen titles in their book-game series. Their early success has also offered proof of concept for other designers producing games exclusively for this production model.

Two years after the book-game publication, Worthington announced a Kickstarter campaign for a Waterloo Solitaire: Board Game Edition (Worthington Publishing, 2023). I missed the Kickstarter for the boardgame version, but with the happy confluence of a windfall coming at the same time as Worthington offering a very good sale price on the game, I couldn’t go past it. I have a handful of solitaire wargames, and I’ve enjoyed every one of them immensely.


The box cover illustration captures the character of much of the Battle of Waterloo, It’s an extract from a watercolour painting by Denis Dighton, The Defence of the Chateau de Hougoumont by the flank Company,Coldstream Guards, 1815. Dighton painted the scene in the same year as the happenings; this is one of several paintings he executed portraying scenes from the battle after visiting the site mere days after the decisive battle, making extensive sketches of the buildings and terrain in order to accurately portray the scenes. The original painting is on display at the National Army Museum in London.

Box-back.

The back of the box offers a hint of what’s inside, with sample cards and pieces superimposed over the play-map image. It also offers a paragraph broadly speaking to the historical and social significance of the battle rather than the game-play, headed with the famous quote by Wellington about the battle being the “nearest run thing”. The other information is more forthcoming; a manifest briefly lists the components included, and the graphic indicators put the games difficulty at 2 out of 5 and the solitaire suitability (being a solitaire-only game) at 5 out of 5. The game is recommended for ages 14 and up, and the duration should be inside of an hour.

The rule booklet.

The rulebook for Waterloo Solitaire comes to just eight clearly readable and well-illustrated pages. Worthington prides itself on short, clear and understandable rulebooks, and this is a solid example. It helps that the play of the game is so straight-forward, sharing its genetics with the Great Sieges series (reviews here, here and here) and Tarawa 1943 (Worthington Publishing, 2020)

Sample page.

The rulebook is printed on a nice low-sheen gloss paper, presented in a very readable serif font (from the Garamond family). The illustrations are clear and useful, but all in all, Waterloo Solitaire should be easy enough game to learn through diving into a game and following the Sequence of Play.  

The board. As usual, my inferior photography doesn't do it justice.

The game board is 17” by 22’ and mounted. The art is reminiscent of the kinds of after-action maps of military engagements that inspired this kind of wargaming in the first place. Starting locations for the unit blocks are marked with a solid rectangle of the matching colour, while rectangles outlined in these colours denote the positions Reserve units (and when available, the Prussian forces) may move to via game functions. The whole effect is wholly engaging, and the map is really quite nice to look at. The board also incorporated a Turn Track and a separate Combined Arms track (I’ll talk more about this in the AAR when I get to it).

The board is probably most reminiscent of another Worthington game, Freeman’s Farm, 1777 (Worthington Publishing, 2019), in that there is very little movement of available forces. The lack of manoeuvre will, I’m sure, put some gamers off from the outset, but as I’ve written elsewhere, this kind of play can still feel dynamic and challenging.

Two of the three Order Cards. These all present clear instructions
for your inevitable defeat.

The Bot function is handled by a set of Action Cards. These consist of three double-sided boards, representing the responses by the opposing Bot to the player’s choice of orders. The responses are decided by a die roll. The three boards represent three levels of difficulty, Challenging, Veteren, and Tough. Normally. I try not to get too deep into discussing game processes in an unboxing post, but I think it would be useful to mention the sequence of play here.

In the course of play the player will have a hand of cards drawn from their Command Deck (I’ll come back to these shortly), and Order Card representing the opposing side set up for play. Each turn, the player will select a command card from their had and place it face up in front of themselves. Then a die is rolled and the corresponding opposing order in the lower section on the Order card is enacted before the command card is played; if a one is rolled, the die is re-rolled, and the player refers to the more challenging upper row – the Tactical Action table – which is then resolved. After the enemy action has been resolved, the Command Card is played (if still possible). In this way, play is similar to games like 1759: Siege of Quebec (Worthington Publishing, 2022).

The easel, as yet unsullied.

Waterloo Solitaire also comes with an easel, a jointed heavy-weight cardboard Action Card holder so you can position it next to the board and refer to it at a glance, without having to stop what you’re doing and pick the matrix up to check your die results.

This might be considered a novelty – I think it may have been initially added as a Kickstarter stretch goal – but in the past I haven’t been above using my wife’s recipe book holder for the very same purpose. I’ll keep it in the box for now, but it may end up too useful to confine it to just this game.

Tray and contents. The extra compartment lets you separate the Allied
and French decks (no fraternisation among the troops).

Worthington has been incorporating trays into their games for some years now. I’ve read that some folks rather they didn’t, but I think these six-pot trays make perfect sense for games with cards and/or wooden pieces. I still put light-tension bands around the cards to stop them from coming adrift, but these are super helpful for keeping sets of components together.

Sample cards. Many of there orders offer two or more alternative functions.
This won't necessarily make winning any easier.

Waterloo Solitaire comes with two twenty-six card decks, one each for the two sides of the conflict. Along with the three levels of Bot difficulty, the player can increase the game’s challenge by adjusting the hand size he has to choose from. The rules recommend a seven-card hand for a Rookie, six for the Experienced player, and five for the Grognard. Among the cards are a selection of orders, each specific in their function, with the exception of the Wellington/Napoleon cards which facilitate any single card order, and each limited in number.

The cards are printed on a good weight of card and each order boasts its own artwork. These are drawn from contemporary paintings of the battle, and lend another level of verisimilitude to the play.

Infantry blocks, uncomplicated and uniform.

Action in the game is abstracted to nameless Infantry (plain) and Cavalry (screen-printed with the traditional sash marking on one face) formations, represented by elongated wooden blocks, blue for the French, red for the Anglo-Alliance and green for the Prussians. The blocks are, in essence, casualty markers. They are chunky and tactile, identical to those used in the Great Sieges games. In those games, when your forces take a loss there’s a visceral sense of diminishing strength; the weight of the blocks lend a tangible presence, lending a metaphysical weight to their removal from the board. Several yellow cubes for use on the Turn and Combined Arms tracks also included, along with the single die required for rolls.

You can't see them all here, but the Cavalry blocks are all stencilled in like manner.
I'll get some better photos for the AAR.
 

I'm certain the lack of detail in formation attribution will be enough to put some folks off the game. I can't speak to that; everyone has their own criteria for what they look for in a wargame, and I can understand the preference for granular detail. This game won't be for everyone, but I've had a lot of fun with similar games, and I expect to here as well. (And there I go practically reviewing the game before I've played it.)

I’ve been hoping to get my hands on a copy of Waterloo Solitaire for some time now. Worthington has produced a good number of my favourite fast-play solitaire games over recent years, and I expect this one to live up to my expectations. I anticipate posting an initial game report soonish.

 

 

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 d...