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Commanders, ready to enter combat? The goal is to take control of the enemy headquarters to secure dominance over a strategic stronghold.
Data sheet
Commanders, ready for battle? The objective is to take control of the enemy headquarters to secure dominance over a strategic enclave. Every order matters and can have decisive consequences for both armies. Knowing when to call an artillery strike, when to deploy new troops, or when to advance can make the difference between victory and defeat. To battle!
Created by David Thompson and Trevor Benjamin and illustrated by Alex Green, General Orders: World War II is a two-player game for ages 14 and up, with sessions lasting around 30 minutes. This game pits two opposing commanders against each other in a fight for control of a battlefield. Players must balance their desire to seize strategic resources with the need to secure supply lines, avoid air raids and artillery bombardments, and protect their own headquarters.
General Orders: World War II features two game modes, each with its own printed scenarios on a double-sided board. One side presents the Alpine scenario, ideal for first games, and the other side features the Island scenario, introducing aviation units. In both scenarios, players use their commander tokens to issue orders to their troops: advance, artillery bombardment, airstrike, flight and takeoff (the last three only in the Island scenario), paratroopers (only in the Alpine scenario), reinforcements, or planning. When troops from both sides meet on a hexagonal space, combat is triggered. The defender rolls a die and eliminates as many attacking units as indicated. After combat, a attrition phase occurs, reducing units for both players. Additionally, operation cards can be used for their special effects or to re-roll dice, and bonus tokens provide tactical advantages.
General Orders: World War II is a compact and elegant two-player game that combines the tactical and dynamic actions of a traditional wargame with the tense decision-making of worker placement mechanics. Easy to learn and affordably priced, the design offers deep strategic choices. Thanks to its two game modes with distinct scenarios, which introduce new actions and role asymmetry (each side starts in a different board position), every game is unique. Bring out the commander within you!
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