Wargame Games
Browse all Wargame board games in the Meeple Pulse database.
Styles
Themes
AbstractAdventureAncientAnimalsArtBusinessCard GameCo-operativeComic BookCooperativeCrimeEconomicEnvironmentalismExplorationFantasyHistoricalHorrorHumorIntrigueLiteraryMagicMarvelMedievalModernMuseumMysteryMythologyNatureNauticalPoliticalPress Your LuckSatireSci-FiSocial CommentarySocial InteractionSpaceSuperheroesThematicTravelWarWesternWord-Guessing
Mechanics
3D PlacementActingAction / DexterityAction DraftingAction Point AllowanceAction Point Allowance SystemAction Point SystemAction PointsAction ProgrammingAction QueueAction RetrievalAction SelectionAction/EventAlliancesAlternate ActivationApp-AssistedApp-DrivenArea ControlArea InfluenceArea MajorityArea Majority / InfluenceArea MovementArgumentationAsymmetricAsymmetric FactionsAsymmetric GameAsymmetric PowersAsymmetrical PowersAuction & BiddingAuction/BiddingAuctioningBag BuildingBettingBetting and BluffingBetting and WageringBetting and WagersBiddingBingoBlind BiddingBluffingCampaign / Battle Card DrivenCampaign / LegacyCampaign / Legacy GameCampaign / Mission-basedCampaign / ScenariosCampaign GameCampaign PlayCard DraftingCard DrawingCard DrivenCard Driven ActionCard Driven CombatCard Driven Dice AllocationCard Driven MovementCard ManagementCard PlayCard Play / Hand ManagementCard Play Conflict ResolutionCard SheddingCard-Driven MovementCharacter CreationCharacter ProgressionChit-Pull SystemCo-op PlayCo-operative GameCo-operative PlayCode-breakingCombat ResolutionCombo ChainCommand CardsCommodity SpeculationCommunication LimitsContract FulfillmentContractsCooperative GameCooperative GameplayCooperative PlayCooperative Trick-takingDebateDeck BuildingDeck ConstructionDeck, Bag, and Pool BuildingDeck-BuildingDeductionDexterityDice DraftingDice PlacementDice RollingDiplomatic InfluenceDraftingDynamic Battle SystemEnclosureEnd Game BonusesEngine BuildingEngine-BuildingEscape RoomEvent DrivenExplorationFarmingFlip and WriteFollowFollow ActionGrid CoverageGrid MovementHand ManagementHex-and-CounterHexagon GridHidden MovementHidden RolesI Cut You ChooseIncomeInfluence / Area MajorityLadder ClimbingLegacyLegacy ElementsLegacy GameLegacy SystemLimited CommunicationLine DrawingLine of SightMancalaMap MovementMarketMarket DraftingMarket ManipulationMarket MechanicMarket SpeculationMatchingMeasurement MovementMemoryMission ObjectivesModular BoardModular Board ConstructionMovement TemplatesMulti-Use CardsMulti-use CardsMultiple ScenariosMust FollowNarrative ChoiceNarrative Choice / ParagraphNegotiationNegotiation MechanicsNetwork & Route BuildingNetwork BuildingNetwork and Route BuildingOne vs ManyOne vs. ManyOpen DraftingPaper-and-PencilPartnershipsPattern BuildingPattern RecognitionPick-up and DeliverPlayer EliminationPlayer InteractionPlayer JudgePoint SaladPoint to Point MovementPolyominoesPush Your LuckPush-Your-LuckPuzzlePuzzle-LikePuzzle-SolvingRaceReal-TimeRecipe FulfillmentResource ManagementRole PlayingRole SelectionRoll / Spin and MoveRondelRoute BuildingRoute-BuildingRoute/Network BuildingSanity SystemScenario / Campaign PlayScenario / Mission / Campaign GameScenario / Mission FunctionSecret Unit DeploymentSemi-Cooperative GameSet CollectionSheddingSimulationSimultaneous ActionSimultaneous Action SelectionSimultaneous Hidden AllocationSocial DeductionSocial InteractionSolo / Solitaire GameSpace ExplorationStat Check / Skill CheckStock HoldingStorytellingStrategic PlanningTableau BuildingTactical Decision-MakingTake ThatTargeted CluesTeam PlayTeam-Based GameTeam-Based GuessingTeamworkTech TreesTech Trees / Tech TracksTechnology & Armament TracksTechnology TreeTension & Aggression TracksTile DraftingTile LayingTile PlacementTime TrackTime TravelTower DefenseTrack MovementTradingTrick-takingTug of WarTurn Order: PassTurn Order: Stat-BasedUnit PlacementVariable Phase OrderVariable Player PowersVariable Set-upVariable SetupVictory Point TracksVotingWord AssociationWord GameWord GuessingWord-GuessingWord-guessingWordplayWorker Placement

RANK #1,031
Up Front
1983Up Front, released in 1983 by Avalon Hill, is a revolutionary tactical card game that simulates small-unit infantry combat during World War II. Widely regarded as the card-game equivalent of the legendary 'Squad Leader' series, it abandons the traditional hex-and-counter map board in favor of a dynamic system of terrain and action cards. The game's primary goal is to lead your squad to victory by completing specific scenario objectives, which range from seizing strategic terrain to forcing an enemy retreat by breaking their morale. By focusing on the 'friction of war' and the immediate tactical decisions of a squad leader, the game provides a visceral experience where the chaos of the battlefield is constantly felt through the cards in your hand.
The gameplay is defined by its unique 'Relative Range' system and card-driven mechanics. Players manage several squads of soldiers, each represented by individual personality cards that track their weapons and status. Instead of moving miniatures across a map, players play terrain cards to represent their troops' current cover and distance from the enemy. The Action Deck is the heart of the game; it dictates everything from firing and movement to morale checks and smoke screens. This system creates a fog of war where players must adapt to the hand they are dealt, simulating the limited communications and unpredictable nature of actual combat. Because players cannot always find the 'perfect' terrain or have the right 'Fire' card at the right moment, the game rewards those who can manage risk and react quickly to a shifting tactical landscape.
Fans of the game praise Up Front for its depth, speed, and incredible replayability. Unlike heavy board wargames that can take hours to set up and play, a session of Up Front can often be completed in under an hour, making it an ideal choice for competitive tournament play or casual skirmishes. Its legacy in the hobby is significant, as it is often cited as a pioneer of the Card Driven Game (CDG) genre. The lack of a board is not a drawback but a feature that allows for infinite tactical permutations, as the 'battlefield' is constantly being built and destroyed by the players themselves. It remains a beloved classic for its ability to generate high-stakes narrative tension and realistic military challenges without the need for complex geometric calculations or massive tabletop footprints.
1-2 60m⚖️ 3.4

RANK #12,006
Trench Crusade
2025Trench Crusade plunges players into a horrifying alternate history where the divine fervor of the First Crusade inadvertently tore open a gateway to Hell. Now, centuries later in the year 1914, the holy war has devolved into a perpetual, grinding conflict of attrition fought in muddy, blood-soaked trenches. In this 32mm skirmish-level wargame, you command a small, desperate warband of either holy crusaders or demonic heretics. The goal is not simply to annihilate the enemy but to achieve specific objectives in narrative-driven scenarios. Survival is paramount, as the game is designed around a robust campaign system where your fighters grow, suffer permanent injuries, and forge a unique story across a series of interconnected battles on claustrophobic battlefields.
The gameplay of Trench Crusade is designed to be both dynamic and tense. Played on a compact 3'x3' or 4'x4' board, the game utilizes an alternating activation system, where players take turns activating a single model. This ensures constant engagement and tactical back-and-forth, eliminating downtime. At the heart of the game is a straightforward 2d6 dice system; most actions require a roll of 7 or higher to succeed. This core mechanic is elegantly modified by 'Bonus Dice' and 'Penalty Dice', which have players roll extra dice and select the two highest or lowest results, respectively. A key feature is the risk-reward tension of 'Risky' actions—powerful maneuvers that, if failed, immediately end that model's activation. Furthermore, the game eschews traditional hit points for a more narrative 'Blood Marker' system, where wounds make a model more vulnerable to future attacks and tactical penalties.
The unique appeal of Trench Crusade lies in its masterful fusion of a rich, grimdark atmosphere with accessible yet deep gameplay. The project is a collaboration of industry veterans, including designer Tuomas Pirinen, celebrated for his work on the cult classic *Mordheim*, and visionary artist Mike Franchina, whose style defines the game's brutal aesthetic. While designed for one-off skirmishes, the game truly shines in its campaign mode. Here, players become deeply invested in their warbands, tracking experience, acquiring new wargear, and dealing with the lasting consequences of battle. This focus on narrative progression and emergent storytelling, combined with rules that are easy to grasp but offer significant strategic depth, creates a compelling experience for wargamers who crave a world they can truly inhabit and shape through their victories and defeats.
2-8 90m⚖️ 2.8