One rulebook for every war

Wars Across The World is a turn-based strategy game built like a board game. The point of the design is that one set of rules covers every conflict it models, from ancient times to the present day, at an operational or strategic level. You learn the system once and then move between scenarios without relearning anything, since the battle screen and core mechanics stay the same across the collection. The base pack ships with the game engine, a tutorial, and 10 scenarios: HAMILKAR 264, HASTINGS 1066, SARATOGA 1777, WATERLOO 1815, BULL RUN 1861, MISSOURI 1861, NORMANDIE 1944, BULGE 1944, SIX DAYS 1967, and BERLIN 1945. The engine also works with alternate history, fantasy, and science fiction settings, and covers land, sea, air, and outer space.

How a group plays it together

Play runs on an I GO U GO system, so each player takes one side, and a side can include more than one nation. The map is split into regions with terrain and sometimes structures such as ports, fortresses, and airports, plus income sources where the scenario needs them. When you need to pay maintenance, buy forces, or pick up event cards, a simple income system kicks in. Units come from land, naval, and air domains and include infantry, cavalry, artillery, guerrillas, submarines, flat tops, fighters, elephants, anti-aircraft batteries, and more. You can group units into stacks to keep things manageable. Remote Play Together is supported, so one person can host and others can join in.

Leaders, battles, and cards

Leaders matter in three ways: they add bonuses to the base combat values of their stacks, their morale values decide victory or defeat levels, and you need them to launch attacks. When two opposing stacks end up in the same region, a battle triggers and resolves over two successive rounds. The game works out bonuses and penalties, tracks morale, allows event card plays, and has each unit shoot at the enemy at the same time in most cases. Losses come as hits and panics, and the morale of the starting army takes hits from what it suffers, which can lead to rout, pursuit, and breakthroughs. Each side gets multiple event card packs that touch alliances, income, movement, weather, leadership, troop numbers and quality, and tactical details in battle, which keeps outcomes uncertain and replayable.

What to know before starting

Scale shifts from scenario to scenario. A ground unit might be a single battalion or a whole army, a region might be a few square miles or an entire country, and a turn might cover a few hours or many years. The base pack includes the engine, the tutorial, and the 10 scenarios listed above, and it works with future DLCs and packs. Season packs bundle that year's releases, and if you already own some of the scenarios in a pack, those are not charged again. A new scenario arrives each month, so the collection keeps growing.

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