Trench Raid: Solitaire Patrol Command on the WW1 Western Front

$69.00

Trench Raid is a single-player game set on the Western Front in World War One. The player assembles a group of 10 raiders and plots their course on a map towards the enemy lines on the other side of No Man’s Land. With 12 different raid objectives and 20 random events that can take place during the crossing, no two playthroughs will be exactly the same

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Description

Trench Raid is a single-player game set on the Western Front in World War One. The player assembles a group of 10 raiders and plots their course on a map towards the enemy lines on the other side of No Man’s Land. With 12 different raid objectives and 20 random events that can take place during the crossing, no two playthroughs will be exactly the same.

The game also includes rules for campaign play — whether their raid was successful or not, the soldiers who make it back to their trench lines relatively unscathed will steadily get better at raiding, learning through experience how to survive.

“The generals would want to know which German units were in the line opposite you. And so they’d send up the order for us to raid. ‘Go get prisoners,’ they’d say. We knew it was a waste of time, and we hated it, but we did it. The idea was to crawl through the wire and jump into the enemy trench. We had to be quiet, so we fought with our bayonets, or with a studded club or the butt of our rifle. If we weren’t quick, the enemy would shout, and then the fun would start. Our bomber would throw a Mills bomb into the next bay, and after it went off the rifleman would dash forward and dispose of anyone who was left.” 

-British officer Murray Rymer-Jones

 

Product Information:

  • Complexity: Low
  • Playing time: 1 Hour Per Raid
  • Solitaire Suitability: Very High (Designed For Solitaire)
  • Players: 1
  • Map Scale: 1 Hex = Several Yards
  • Time Scale: 1 Game = 1 Raid
  • Unit Scale: Individuals
  • Game Designer: Lisa Smedman
  • Game Artist: Ilya Kudriashov

Game Components:

    • 1 MOUNTED 22 x 17″ Game Map
    • 3 Countersheets
    • 10 Soldier Cards (On 5 Sheets)
    • 3 Quick Reference Player Aids
    • 1 Dry Erase Marker
    • 7 Six-Sided Dice
    • 1 Ten-Sided Die
    • 1 Twenty-Sided Die
    • 1 Rulebook

Rules, errata and downloads

  • Trench Raid Rulebook
  • Community-Created PAC for Trench Raid — Single Page Soldier Reference Sheet, created by Glenn Saunders
  • Clarification: Yes, you can exit the enemy trenches to re-enter No Man’s Land. You can do this at any time, whether you achieve your objective or not (since can always choose to abandon your objective and return to your line). The intent of the “Once the raiding party is within the Enemy Trenches, the raiders must follow trench lines; they cannot venture into any hex that isn’t part of the trench” line was to disallow movement from trench hexes to areas between trench lines, but we actually removed the hex grid from those areas to make that more obvious before the game released.

    With that in mind, when moving from a trench hex to a No Man’s Land Hex, follow the rules for mapping while in enemy trenches, as the twists and turns of the trench lines obscure adjacent hexes. Move from the trench hex to the No Man’s Land hex, then roll on the mapping table in section 11.


  • Note: On the Mapping Enemy Trenches table, the “2" result for Reserve Trenches is Headquarters (first result in list, but line beneath it is slightly shifted).