PATHS OF GLORY Game Rating Commentary

Most Excellent
3.83

"Before this game WW1 was of no interest. Now I am trying to find out as much as possible to let me better enjoy the game."

"It has some minor problems (i.e. not great historical accuracy) in the management of the Italian front, but it works very well. It is a fast and easy game, but it requires players a hard decision making, hence offering many possibilities."

"Definitely a game I'll be playing for a long time to come. Having played it about a half-dozen times, I still feel I'm far from expert when it comes to the game. So much happens and so many decisions have to be made every single turn that you're riding a rollercoaster of anxiety trying to make sure you've not forgotten something."

"A rare gem -- rules are clear and easy to learn, but playing is a challenge because there are so many choices. A highly recommended purchase."

"Game of the Decade."

"Excellent game, the best yet on WWI"

"The definitive WWI strategic wargame. Not that it has much competition, but still..."

"Very playable game that does a good job integrating card and counter play. The one problem with the system is inadequate emphasis on the advantages of the defense during WWI, a problem exacerbated by artificial limits to entrenching."

"In recent memory, I cannot recall a game that has captivated me so quickly (and so much). The look and design of this title is extraordinarily appealing. I actually have too many opponents wanting to play POG ftf...I can't keep up! — While it can take a while to play the entire campaign game, many sessions don't go the distance. And besides, every hour spent with this title is a pleasure. — Simply a brilliant, fun, playable game from GMT."

"One of the best games I've played, solo and ftf, in the last 5 years. If there was a 5 star rating here, I'd give it to PoG."

"Well worth the money, this game is a continual puzzle, each side trying to tilt the system in its favor. Do not be put off by the point-to-point system, in this game it works. The cards ensure that every game is different and there is no perfect strategy."

"This game is everything that FOR THE PEOPLE should have been, but isn't. Elegant, understandable and remarkably capable of mirroring the events of World War I. By far the greatest improvement on the WE THE PEOPLE system since HANNIBAL."

"Paths of Glory is one of those rare games that stick with you in between gaming sessions, i.e I often find myself at work or at the gym thinking about the next game or analyzing the previous game. It also is an excellent solitaire game. The interactive system along with the many player aids, chits etc. allows you to play an action or two in between your various chores and honey do's."

"One of the most entertaining games I've ever played. Each game is different -- Ted Raicer and the GMT crew are to be highly commended!"

"A great playable game that simulates the period well. Tense system which faces players with difficult choices every turn. Highly informative as to the period. While it does limit a player's options to historical paths, it does provide much flexibility therewith."

"A fascinating story told through the event card engine of the We The People system, Paths of Glory takes World War One and shows us what an interesting conflict it really was. Although the game is not very complex, it is rough on beginning players because of the high penalties one suffers for making a game mistake on the map. Fortunately, after a "crash and burn" game, most people want to try again "only this time I know what to do," and so reckless new players become conservative experienced players after only a few games. — The fun is there, the replay value is there, the components are there, the support is there and more is coming. If you like the card-driven We The People system, you simply must have this game. It really takes a surprisingly fresh look at WW1 and can really put some (dare I say it?) MANEUVER back into a trench warfare mentality."

"Excellent game that forces the players to make many important strategic decisions every turn. This is a real nail-biter!!"

"This game is the first one in a long time that grabbed me immediately--I've played it over 10 times since Origins and was able to get in four games at WBC. It's got easy mechanics but tough decisions at every moment. WWI doesn't sound hot at first, but both players have a lot to do."

"Freakin' Awesome is right - this is one of the best games I've seen in a VERY long time. A real winner."

"Great game for beginners and experienced gamers alike (IMO). Including the Turkey and the Near East really adds to the total feel of WWI. As a plus, the cards let players brush up on their history as well."

"This game is the best WWI Strategic Game ever! All the Fronts are captured. The flexibility (use as: Events or Operations or Strategic Redeployments or Replacements) provided by the cards make for a new game every time. The three decks (Moblization, Limited War, and Total War) used by each player as events dictate show the escalation of the war."

"Ted Raicer's brilliant extension of the WtP/Hannibal/FtP system provides a hugely entertaining, wonderfully replayable game of great tension. Game play is superb and, once you buy into the gestalt of the system as Ted calls it, the representation of history (and it's alternative pathways) is satisfactorily believable."

"Easily the best World War I game published. It captures all the events of the war in an elegant unencumbered manner. This might become one of the all time wargame classics."

"I seem to be developing this bad habit giving great ratings to the few new games that I play. But this one deserves it. — Paths of Glory is a subtle game with many layers. Easy to learn, but hard to play is the best way to describe it. — If the essence of wargaming is decision-making, then this game will deliver. Unpredictability is rampant, as the card-driven system provide the means to take action as well as the friction that hinders it. You must do six things, but only have the means to do two of them. What do you do? — You eventually find yourself in a position after several turns of having your fictional kaiser or prime minister look at you and say: "What do you mean you don't know how to finish this?!" For indeed, this is true, and it is the source of much tension in the game. You just don't know what the other guy is going to do. Your plan will never survive first contact with the enemy, as von Moltke said it first. — Playing it once already, I can say that there were points I missed that simply are part of the multi-layered complexity of the game. Certain event cards also have high operations value, and choosing the card for the ops may rob you of the chance to expand the war by playing an event. Getting your side up to limited and total war increases the number of cards in your deck, and in turn increases the resources you can draw on to fight your war — The cards embody the dilemma of decision-making. Do you use the card to move armies in the theater, move armies between theaters or get reinforcements? Do you play the card for the event, thus choosing a long-term goal, or do you play the card for the affect it might have on one battle? You agonize over this, not once but six or seven times every turn, for each card is packed with opportunity. But you can only choose ONE."

"I'm not normally a WWI fan but this game is a blast. Fun, quick, and high replay value. So many decisions, not enough action rounds."

"This is one definitely worth getting and that I will play at the drop of a 310mm bunker-buster. It combines all the best features of the card activation system to produce a very tense and exciting game with every card play. I give it only a "Spiffy" rating because it does have some mechanics which can produce some odd effects (such as the unit Loss Factor/Step Loss or the OOS consequences). Still, this is one game you should consider if you are at all interested in the system or topic."

"What I have to add probably won't be much since this game is taking the industry by storm. I describe it as a balancing act on a tightrope carrying two elephants. It's also a great tool for leaning about WW1 and having fun while doing it. I can't comment on the solo-ness aspect but its replay value is endless. The aesthetics (art, counters, map and cards) are what to expect from GMT. Neat and clear but still a sight to behold. I believe it's a culmination of Mark's WtP system but to a new dimension, having separate decks for each side and a clean but realistic combat system. But as I mentioned, these were already brought up by others so need I say more?"

"What an interesting game, based on a winning system. This is my first look at the Card/PtP (point to point) movement system and I love it. An excellent title to bring non-Wargamers into the fold. I've played four times already and each time it's like a new game. The cards really add to the replay value. I must have!"

"Thoroughly enjoyable, quick to play, reasonably historical, and the card system introduces a mechanism of uncertainty which removes that omnipotent view present in most games. Event cards such as "Race to the Sea" and "Oberost" reflect the difficulty that even a "supreme commander" has in getting buy in from all the various political and military factions. The decisions are endless as there are plenty of options."


Headline News | Archives | New Products
Clubs | Events | Discussion Board


Copyright © 1999-2002. ConsimWorld.COM. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission is prohibited. Web Masters are encouraged to link directly to this page, this URL is not subject to change. For general site information: kranz@consimworld.com


Headline News | Archives | New Products
Game Ratings | Clubs | Events | Discussion Board


Copyright © 1999-2002. ConsimWorld.COM. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission is prohibited. Web Masters are encouraged to link directly to this page, this URL is not subject to change. For general site information: kranz@consimworld.com


Headline News | Archives | New Products
Game Ratings | Clubs | Events | Discussion Board


Copyright © 1999, 2000 ConsimWorld.COM. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission is prohibited. Web Masters are encouraged to link directly to this page, this URL is not subject to change. For general site information: kranz@consimworld.com