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2010 Releases → Paths of Glory, 5th Printing

Paths of Glory, 5th Printing

COMPONENTS

NOTE: The Fourth and Fifth printings (2010 and 2013 Reprints) include a Mounted Map, Thicker Counters, and a thicker Box.

  • 316 full-color die-cut counters
  • One 22x34" full-color mapsheet showing most of Europe and the Near East
  • 110 Strategy Cards
  • 28-page Rule Book including sample game replay (17 pages of actual rules)
  • Two Player Aid Cards
  • PoG Counter Manifest Counter Manifest [1.58 Mb pdf]

    AWARDS

    • CSR: Best Pre-WWII Game1999
    • CSR: Dunnigan Award for Design and Playability to Ted Raicer 1999
    • Games 100: Best Historical Simulation Game 2001

      ERRATA

    ONLINE RESOURCES: REVIEWS:

  • PUBLISHED: 1999, 2004, 2007, 2010
    DESIGNER: Ted Raicer
    DEVELOPER: Andy Lewis
    ART DIRECTOR: Rodger B. MacGowan
    MAP ART: Mark Simonitch
    CARDS & COUNTER ART: Mark Simonitch
    PRODUCERS: Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch


    Regular Price: $60.00
     On Sale For: $42.00 
    Quantity:  

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    Product Rating: (4.74)   # of Ratings: 54   (Only registered customers can rate)

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    Sort: New to Old RE-SORT COMMENTS:

    Showing comments 11-18 of 18 (Previous 10) Click Here to see all comments
    11. Steve on 10/22/2007, said:

    In my opinion, the best application of the Card-Driven game system to date. All of the hard decisions are represented, with enough random processes to plan for. It is an excellent game system for WWI.
    Was this comment helpful? yes no   (4 people found this comment helpful, 0 did not)
    12. Olivier on 10/21/2007, said:

    Ted raicer is a genious. This game is the best game he ever designed. He's better for grand strategic games than for tactical ones. Olivier Paris
    Was this comment helpful? yes no   (2 people found this comment helpful, 3 did not)
    13. Ville on 10/9/2007, said:

    A great game, although a somewhat flawed simulation nowadays. The amount of ahistorical or "gamey" strategies (Rhein defense, massing German armies against Italy in 1915, etc.) that have developed through the years might turn some people away, but the core system is just so strong that every wargamer should try this game at least once, no matter what their usual preferences.
    Was this comment helpful? yes no   (5 people found this comment helpful, 0 did not)
    14. Rick on 10/3/2007, said:

    The game that got me back into wargaming. Truly one of the best gaming experiences you will ever have - well worth the investment in learning curve.
    Was this comment helpful? yes no   (4 people found this comment helpful, 0 did not)
    15. Karl on 9/25/2007, said:

    An instant classic. The rules are not overly complicated but the play is deep. This game inspired me to learn more about WWI and look into Ted Racier's other games.
    Was this comment helpful? yes no   (6 people found this comment helpful, 0 did not)
    16. Colin on 9/25/2007, said:

    Pretty much the best of all the card driven wargames (perhaps with the exception of Twilight Struggle). Deep strategy, engrossing and really interesting card play. A must for anyone that likes CDGs.
    Was this comment helpful? yes no   (4 people found this comment helpful, 0 did not)
    17. Douglas on 9/24/2007, said:

    GMT's first CDG remains, in my view, the best--one of the greatest wargames ever designed. I've played the campaign game at least fifty [sic] times, and I wore out the counters, had to buy a second copy!
    Was this comment helpful? yes no   (3 people found this comment helpful, 0 did not)
    18. Paul on 8/10/2007, said:

    For me, this game is as good as it gets in wargaming. It brought me back to the hobby after a 15 year absense and I have played it many, many times since. Always full of interesting decisions, I can't think of a better way to spend a day's gaming.
    Was this comment helpful? yes no   (5 people found this comment helpful, 0 did not)
    Showing comments 11-18 of 18 (Previous 10) Click Here to see all comments

    They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The bloody battles fought in the trenches of the Western Front, the icy plains of Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the world we know today. We are all orphans of the Great War.

    Paths of Glory, designed by six-time Charles S. Roberts Award winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful "place in the sun." As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war "to end all wars." Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I.
     

    Game Features

     
    TIME SCALE 3 months per turn
    MAP SCALE Point-to-Point
    UNIT SCALE Armies and Corps
    NUMBER OF PLAYERS Two