Paths of Glory

This World War I game from GMT is probably the most involved, epic wargame I have ever played. Like other games from GMT, this is big on strategy and history, and rewards thoughtful, careful gameplay. Pick your side: The Allies, or the Central Powers.

The game begins in August 1914, and each turn takes one season. Each side receives six turns in this season, in which they can use one of seven cards in their hands to move troops, reinforce, attack, or play other historical events that help their cause. Each side is trying to raise their Victory Point threshold high enough to end the game, before either time runs out in 1918, or an armistice is reached, giving victory with the side who has a better VP total.

I won’t lie–the rule book for this game is a bit daunting when you open the box. It’s thick, with lots of detail. But my eleven year old son read it and was conversant with the rules and eager to play. So it’s not too complicated for someone who plays a lot of Axis and Allies, for example, but it will require some effort, time, and a love of history to enjoy.

I found this game to be a really engaging way to learn some things about the first World War. As my son said, “I feel like I am re-living history, with alternate outcomes for a lot of these battles.” Granted, my son is a history buff who loves to read, but to me that is a high compliment indeed for any game.

After around 12 rounds, or three years, we found ourselves in almost exactly the same VP totals as when the war started. It’s not easy to pull ahead in this–armies get entrenched and are hard to defeat. We fought for years on the European front, with neither side scoring a decisive victory until we neared the game’s final act, when the US entered the war and the allies defeated the Germans. It was quite a mirror of the actual war, with many lives lost even while there was almost no movement in the trenches.

I give this game my highest recommendation. It was clearly made with a lot of care and attention to detail. It takes some time to learn how to play–we had it set up over multiple weekends, and only finished our first full game after probably 8-10 hours of play–but it’s worth it. The board is beautifully produced, the rules are clear, and the sense of history is quite strong as you play. If you’re a history buff or a wargamer, this is a great game, well worth buying and playing. It isn’t cheap; you can find a copy for around $80. GMT sometimes runs sales on their site, which is a good way to pick this one up.

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