„I don’t know whether we are going to make history tomorrow, but at any rate we shall change geography“ – General Charles Harington before the detonation of the mines in the battle of Messines

Trench Club

The strategy board game for epic battles in the First World War.

  • Highly complex strategy game, yet very easy and intuitive to learn the rules
  • Detailed miniature 
  • Different unit types with individual strengths and weaknesses – without using a simple “Rock, Scissors, Paper” principle
  • Individual strengths of the different nations, yet balanced chances
  • The game stays in balance for a long time, so every player still has a chance to win and stays excited
  • Complex combat system that depends on type of unit, combat damage, experience, strategic formation, terrain and armor
  •  “Dice luck” only plays a minor role (since battles involve a lot of 12-sided dice the outcome is usually around the expected value)
  • High re-playability due to the variable start setup

Detailed Miniatures

44 detailed miniatures including infantry, cavalry, howitzers, mortars, planes, tanks, armored cars, etc.

Damage and combat experience

Each unit can suffer damage in battles and gain combat experience, in the form of markers added to the units.

The game includes two detailed maps (on the front and back of the game board). Movement speed of the different units depends on their speed and the terrain they are moving on. For example, streets allow for faster movement and forests slow you down.

You can conquer strategically important forts in the game. The forts will produce money you can use to repair your damaged units or buy reinforcements.

The game has high re-playability because no game starts like the other. Each player uses their starting units to build 3 armies. These armies are then randomly placed on the game board for the start setup. This puts you right into action and allows for different strategies with high variability.

(Thank you Daniel Krause from Brettspiel-News.de for the nice photos!)

Combat is very complex, yet intuitive to understand. The amount of damage a unit has, determines the number of dice you may role. For example, if a unit has 3 damage, it can attack with 8 dices. If you attack from a strategic position (“flank” or “surround”), then you get extra (red) dices.

 The type of unit and its combat experience determines which number on the dice will land a hit. For example, an infantry only lands a hit with every dice showing a “2” or less, versus a tank will land a hit with dices showing “6” or less. If the tank already has combat experience, it will hit even with every dice showing “8” or less. These numbers are shown on a “Unit Chart” every player has in front of them.

 The hits will translate into damage, depending on the units’ armor and the terrain. 5 hits will for example give the infantry 3 damage. If the attacked infantry is however entrenched in a forest, it will require 6 hits to receive 3 damage.

The game starts in few weeks on Kickstarter. Be part of it and ensure your copy of the game!

Please sign up here and I’ll let you know when the Kickstarter campaign is starting: