McLaughlin, the designer of The Napoleonic
Wars and Fred Schachter, the team that brought you Wellington, Kutuzov and
Rebel Raiders on the High Seas....
No stacks of armies, no hexes, no overly-lengthy rules to
learn - Hitler’s Reich takes five minutes to set up and two hours (or
less!) to play. Players fight over Europe, across North Africa, the Atlantic
and Mediterranean, and into Russia using a simple dice-enhanced conflict card comparison combat mechanism. Or, as one BGG poster better put it, "a simultaneous revelation of cards similar to Twilight Struggle’s Headline Phase, but with a choice of what Conflict Card to play" - all with dice added
in. High-quality wooden pieces mark
their progress, which is aided economically, politically and on the battlefield
through the competition for and play of Event Cards drawn from three unique
decks: one for the Axis, one for the Allies, and one from which either side can
attempt to draw.
Hitler’s Reich is
the first of the Card Conquest System game series in which players
recreate epic military contests of history in short, comparatively simple and
easy to learn, but hard to master games.
Designed to be set up in minutes and played to conclusion in one
sitting, these are not simulations but games, albeit ones packed with enough
historical flavor, excitement, and decision making to give you the feeling of
being there at the highest levels of command.
In Hitler’s Reich, one side is the Axis of Nazi
Germany, Fascist Italy, and their East European minions. The other is the Allies of the United States, Great Britain and
the Commonwealth, along with the Soviet Union. It is April of 1941 and Hitler, already
master of Europe and much of the Mediterranean, is poised to launch his great march East –
Operation Barbarossa: the invasion of Soviet Russia.
Unfortunately for his ambitions, his Italian partner is in
trouble, so he is faced with pressure to divert forces to drive into the
Balkans and commit more resources to the Western Desert. For that matter, why invade Russia? Perhaps the defeat of Britain via a
naval/U-Boat campaign including the conquest of North
Africa and The Middle East, leading to an invasion of Great Britain
itself is a better course to victory?
These are the kind of strategic choices the Axis faces.
As the Allied high command, will you succeed in throwing back this onslaught and eventually liberate Europe via a Soviet counter-offensive and
Operation Overlord’s amphibious invasion of France? Or as the Axis leadership,
will you triumph over all and create the thousand-year empire that would have
been Hitler’s Reich.
Note: Although Hitler’s Reich is designed
for two players, a three- and four-player variant is included for multi-player
and team play as well as an intriguing solitaire game.
- One 17 x 22 high quality mounted map
- One deck of 54 playing cards
- One deck of 55 Hitler’s Reich “Events”
- Assorted Wooden Pieces:
- 75 Control Marker Disks: 35 Axis Black, 15
Soviet Allied Red, 25 Western Allied Blue
- 12 Hexagon Shaped Pieces: 4 Axis Black & 4
Allied Blue for Fortification Markers, the others to indicate Card Hand Size
(2) and when a Bonus Action is earned (2) during a player’s turn
- 10 Long Fleet Markers (6 Allied Blue, 4 Axis
- 5 Black Cubes
- To indicate the initial Axis
“Operation Barbarossa” Attacks (4) and that the Nazi-Soviet Pact in effect
- 6 Canary Yellow Cubes to indicate
- Blitzkrieg Attacks (3) – a game
mechanism to simulate the fearsome territorial sweep of WWII mechanized
- Spain’s temporary value as an Axis Production
- Italian Surrender, Malta
- 2 player Aid Sheets/Cards (back printed)
- One Game Set-Up Card back printed with Optional
10 Period Game Record Track: with historical arrival of events and the
possibility of a “Sudden Death” game ending
- Play Book: Which contains a host of Optional
Rules to extend players interest and the challenges in solving the puzzles of
this fascinating game