
Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years.
In Quartermaster General: 1914, each card has two different uses: one when played, and another when prepared. On your turn, you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to attrition your opponents. However, your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead.
The game ends after 17 rounds of play, or earlier if one side has a commanding lead.
- Publisher: Ares Games
- Model: ARTG014
Game Details
BGG Link: | BGG Link |
Game Type: | Wargames |
Game Categories: | Wargame | World War I |
Game Mechanisms: | Area Majority / Influence | Campaign / Battle Card Driven | Chaining | Deck, Bag, and Pool Building | Hand Management | Open Drafting |
Game Family: | Continents: Europe | Game: Quartermaster |
Game Designer(s): | Ian Brody |
Game Artist(s): | Nicholas Avallone |
BGG Rank Overall: | 2025 |
BGG Weight: | 2.62 |
BGG Weight Filter: | 2 to 3 |
Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years.
In Quartermaster General: 1914, each card has two different uses: one when played, and another when prepared. On your turn, you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to attrition your opponents. However, your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead.
The game ends after 17 rounds of play, or earlier if one side has a commanding lead.
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