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The Map - Near Final Art
Everything Included in the Box Sans the Two Solitaire Play Aids
First game with my wife and son
Box Art
It's Stickering Time!  A Preview of the Final Components
After turn one.  Antwerp under siege, the BEF held in Maubeuge.  The French took advantage of the BEF success and pushed the 1st and 2nd armies into Alsace. (new play test components).
Scenario IV, 1917-1918: The Final Push Solitaire Setup
Are you supposed to clip the corners of the blocks before or after you apply the stickers ? Wait, what !?!
Fields of Despair Being Played as Part of a Lesson at West Point
Tim testing the solo system at GMT West April 2015

Fields of Despair: France 1914-1918 (2017)

Players
1–2
Best: 2
Playing time
180–180 min
Age
13+
7.76
Average rating
450
Ratings
3.07/5
Weight
#4484
BGG rank
Top 5,000
Designer:Kurt Keckley
Artist:Rodger B. MacGowan, Charles Kibler, Terry Leeds, Joel Toppen
Publisher:GMT Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 2, Complexity 6.1, Theme 5
Strategy7.0
Luck7.0
Interaction2.0
Complexity6.1
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameWorld War ISecret Unit DeploymentHexagon GridDice RollingSolo / Solitaire Game

Overview

Fields of Despair: France 1914-1918 is a 2-player hex-based strategic level block war game set on the Western Front of the First World War. Players take control of the Allies or Central Powers fighting the war on land, at sea, and in the air all the while making tough economic and technological decisions at home.

Fields of Despair has a unique block system designed to maintain the fog of war throughout the entire game. In most games, block combat values range from one to four. In Fields of Despair the range is zero to twenty.

The range in values makes Fields of Despair a very deceptive game. Players can build up a large force with a single block instead of giving away their strategy with a stack of blocks.

Movement is simple and free flowing. Players are allowed to “make change” during the movement phase. Thus a block with a combat value of 16 could be broken in two blocks of 8 before moving, or conversely two blocks could be combined into one. Zero-value blocks known as “Deception” blocks could also be part of the exchange. Thus after every movement phase you never really know the strength of your enemy.

The fog of war isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land.

Components:

1 Mounted Board 22" x 34" 1 Rule Book 1 Playbook of Scenarios and Examples of Play 2 Player Boards (to track Econ and Tech)

140 Blocks and Stickers - 48 Black - 49 Light Blue - 30 Tan - 10 Olive - 3 Orange

240 Counters - 162 5/8” Counters (+14 blanks) - 18 1/2" Counters - 60 1” Counters (Air, Artillery, Tanks)

74 1/4” wood cubes (Economic Points) - 30 Blue (Allied Naval/Production) - 30 Black (CP Naval/Production) - 12 Red (Eastern Front) - 2 White (Naval, no effect)

2 Bags for drawing Naval War and Eastern Front chits/cubes

Various Player Aids (Solo & 2-Player)

Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

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